#include "stereokit.hlsli" // --name = dofdev/wireframe float3 _rGlovePos; struct vsIn { float4 pos : SV_POSITION; float3 norm : NORMAL; }; struct psIn { float4 pos : SV_POSITION; float4 col : COLOR; float4 world : WORLD; 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 norm = normalize(input.norm); // input.pos.xyz += norm * 0.01; // wirefame // o.pos = mul(sk_view[o.view_id], input.pos); // float4 viewPosition = mul(input.pos, sk_view[o.view_id]); // o.pos = mul(viewPosition, sk_proj[o.view_id]); o.world = mul(input.pos, sk_inst[id].world); o.pos = mul(o.world, sk_viewproj[o.view_id]); o.col = sk_inst[id].color; return o; } float4 ps(psIn input) : SV_TARGET { float4 c = input.col; float3 rLocal = (input.world.xyz - _rGlovePos) * 6; c.r = 1 - min(abs(rLocal.x), 1.0); c.g = 1 - min(abs(rLocal.y), 1.0); c.b = 1 - min(abs(rLocal.z), 1.0); float m = min(c.r, min(c.g, c.b)); c.rgb *= m; // if (m == 0) { // } return c; }