#include "stereokit.hlsli" //--name = dofdev/oriel // float4 color; float _height; float _ypos; struct vsIn { float4 pos : SV_POSITION; float3 norm : NORMAL0; float2 uv : TEXCOORD0; float4 col : COLOR0; }; struct psIn { float4 pos : SV_POSITION; float3 world : NORMAL0; float3 norm : NORMAL1; 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; o.world = mul(input.pos, sk_inst[id].world).xyz; o.pos = mul(float4(o.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))); lighting = (clamp(lighting, 0, 1) * 0.8) + 0.2; o.color.rgb = o.color.rgb * lighting; return o; } float4 ps(psIn input) : SV_TARGET { if (input.world.y - _ypos > (_height / 2.0) - 0.06) { // brighten; input.color.r += (1.0 - input.color.r) / 2.0; input.color.g += (1.0 - input.color.g) / 2.0; input.color.b += (1.0 - input.color.b) / 2.0; return input.color; } // clamp how dark the object is *hsv // float value = input.color.r * 0.3 + input.color.g * 0.59 + input.color.b * 0.11; // blue tint input.color.r /= 5.0; input.color.g /= 5.0; // input.color.a = 0.5; return input.color; }