62 lines
No EOL
1.4 KiB
HLSL
62 lines
No EOL
1.4 KiB
HLSL
#include "stereokit.hlsli"
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//--name = dofdev/window
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//--color:color = 1,1,1,1
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//--tex_scale = 1
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//--diffuse = white
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//--clearcolor:color = 0,0,0,0
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float4 color;
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float tex_scale;
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Texture2D diffuse : register(t0);
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SamplerState diffuse_s : register(s0);
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float4 clearcolor;
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struct vsIn {
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float4 pos : SV_Position;
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float3 norm : NORMAL0;
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float2 uv : TEXCOORD0;
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float4 col : COLOR0;
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};
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struct psIn {
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float4 pos : SV_Position;
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float3 norm : NORMAL0;
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float2 uv : TEXCOORD0;
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float4 world : WORLD;
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float4 color : COLOR0;
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float3 campos : TEXCOORD1;
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uint view_id : SV_RenderTargetArrayIndex;
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};
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psIn vs(vsIn input, uint id : SV_InstanceID) {
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psIn o;
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o.view_id = id % sk_view_count;
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id = id / sk_view_count;
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o.campos = sk_camera_pos[o.view_id].xyz;
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o.world = mul(input.pos, sk_inst[id].world);
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o.pos = mul(o.world, sk_viewproj[o.view_id]);
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o.norm = normalize(mul(input.norm, (float3x3)sk_inst[id].world));
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o.uv = input.uv * tex_scale;
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o.color = color * input.col * sk_inst[id].color;
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o.color.rgb *= Lighting(o.norm);
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// o.color.rgb *= sk_lighting(o.normal);
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return o;
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}
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float4 ps(psIn input) : SV_TARGET {
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float glow = FingerGlow(input.world.xyz, input.norm);
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// glow = 0;
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float4 col = float4(lerp(input.color.rgb, float3(2,2,2), glow), input.color.a);
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// clip(input.world.y);
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// float4 col = diffuse.Sample(diffuse_s, input.uv);
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// col = col * input.color;
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return col;
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} |