#include "stereokit.hlsli" //--name = dofdev/room //--color:color = 1,1,1,1 //--tex_scale = 1 //--diffuse = white float4 color; float tex_scale; 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; float2 uv : TEXCOORD0; 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; float4 world = mul(input.pos, sk_inst[id].world); o.pos = mul(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 { float4 col = diffuse.Sample(diffuse_s, input.uv); float value = (col.r + col.r + col.g + col.g + col.g + col.b) / 6; return float4(value, value, value, 1); }