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/compositor
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//--diffuse = white
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Texture2D diffuse : register(t0);
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SamplerState diffuse_s : register(s0);
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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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};
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struct psIn {
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float4 pos : SV_Position;
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float3 world : WORLD;
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float2 uv : TEXCOORD0;
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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.world = mul(input.pos, sk_inst[id].world).xyz;
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o.pos = mul(float4(o.world, 1), sk_viewproj[o.view_id]);
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// float3 normal = normalize(mul(input.norm, (float3x3)sk_inst[id].world));
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o.uv = input.uv;
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return o;
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}
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float4 ps(psIn input) : SV_TARGET {
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float4 tex = diffuse.Sample(diffuse_s, input.uv);
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return tex;
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// 16 bit DepthTexture *non-linear* depth
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// render depth for debug by undoing the non-linear depth rcp
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float reciprocal_value = tex.r;
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float max_distance = 100.0;
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float depth = 1.0 / (reciprocal_value * (1.0 / max_distance) + 1.0);
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return float4(depth, depth, depth, 1);
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// if (depth > 0.0) {
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// depth = 1.0;
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// }
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// depth = rcp(depth);
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// float4 og = mul(float4(input.world, 1), sk_viewproj[input.view_id]);
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// float depth = (og * rcp(og.w)).z;
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// return tex; // float4(tex.a, tex.a, tex.a, 1);
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// float v = -rcp(-val.r);
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// v = val.r;
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// return float4(v, v, v, 1);
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} |