#include "stereokit.hlsli" //--name = dofdev/above //--color:color = 1,1,1,1 //--tex_scale = 1 //--diffuse = white //--clearcolor:color = 0,0,0,0 float4 color; float tex_scale; Texture2D diffuse : register(t0); SamplerState diffuse_s : register(s0); float4 clearcolor; struct vsIn { float4 pos : SV_Position; float3 norm : NORMAL0; float2 uv : TEXCOORD0; float4 col : COLOR0; }; struct psIn { float4 pos : SV_Position; float2 uv : TEXCOORD0; float4 world : WORLD; float4 color : COLOR0; float3 campos : TEXCOORD1; uint view_id : SV_RenderTargetArrayIndex; }; psIn vs(vsIn input, uint id : SV_InstanceID) { psIn o; o.view_id = id % sk_view_count; id = id / sk_view_count; o.campos = sk_camera_pos[o.view_id].xyz; o.world = mul(input.pos, sk_inst[id].world); o.pos = mul(o.world, sk_viewproj[o.view_id]); float3 normal = normalize(mul(input.norm, (float3x3)sk_inst[id].world)); o.uv = input.uv * tex_scale; o.color = color * input.col * sk_inst[id].color; o.color.rgb *= Lighting(normal); return o; } float4 ps(psIn input) : SV_TARGET { // clip(input.world.y); float4 col = diffuse.Sample(diffuse_s, input.uv); col = col * input.color; if (input.world.y < 0) { col.r = col.r * 0.0; col.g = col.g * 0.0; col.b = col.b * 0.3; col.rgb *= 0.1; } else { col.rgb = lerp(col.rgb, float3(0.3, 1, 0.2), (input.world.y / 20)); } // dist magnitude from center X0Z float dist = max(1 - (length(input.world.xz) / 10.0), 0.0); return lerp(clearcolor, col, 1 - ((1 - dist) * (1 - dist))); }