#include "stereokit.hlsli" //--name = dofdev/oriel // float4 color; // Texture2D diffuse : register(t0); // SamplerState diffuse_s : register(s0); struct vsIn { float4 pos : SV_POSITION; float3 norm : NORMAL0; float2 uv : TEXCOORD0; float4 col : COLOR0; }; struct psIn { float4 pos : SV_POSITION; float3 norm : NORMAL0; float2 uv : TEXCOORD0; // float1 depth : TEXCOORD1; float4 color : COLOR0; 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; float3 world = mul(input.pos, sk_inst[id].world).xyz; o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]); o.norm = normalize(mul(input.norm, (float3x3)sk_inst[id].world)); o.uv = input.uv; o.color = input.col; float lighting = dot(o.norm, normalize(float3(0.3, -0.6, -0.1))); o.color.rgb = o.color.rgb * lighting; // o.depth = dot(float4(o.norm, 1), normalize(float4(world,1) - sk_camera_pos[o.view_id])); return o; } float4 ps(psIn input) : SV_TARGET { // clip(input.depth); return input.color; }