#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 camDir : POSITION0; 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.camDir = sk_camera_dir[0]; 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) / 2; // 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; c.r = input.camDir.x; c.g = input.camDir.y; c.b = input.camDir.z; c.a = 0.3; return c; }