oriels/add/shaders/window.hlsl
2023-07-16 16:05:44 -04:00

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1.4 KiB
HLSL

#include "stereokit.hlsli"
//--name = dofdev/window
//--color:color = 1,1,1,1
//--tex_scale = 1
//--diffuse = white
//--clearcolor:color = 0,0,0,0
float4 color;
float tex_scale;
Texture2D diffuse : register(t0);
SamplerState diffuse_s : register(s0);
float4 clearcolor;
struct vsIn {
float4 pos : SV_Position;
float3 norm : NORMAL0;
float2 uv : TEXCOORD0;
float4 col : COLOR0;
};
struct psIn {
float4 pos : SV_Position;
float3 norm : NORMAL0;
float2 uv : TEXCOORD0;
float4 world : WORLD;
float4 color : COLOR0;
float3 campos : TEXCOORD1;
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.campos = sk_camera_pos[o.view_id].xyz;
o.world = mul(input.pos, sk_inst[id].world);
o.pos = mul(o.world, sk_viewproj[o.view_id]);
o.norm = normalize(mul(input.norm, (float3x3)sk_inst[id].world));
o.uv = input.uv * tex_scale;
o.color = color * input.col * sk_inst[id].color;
o.color.rgb *= Lighting(o.norm);
// o.color.rgb *= sk_lighting(o.normal);
return o;
}
float4 ps(psIn input) : SV_TARGET {
float glow = FingerGlow(input.world.xyz, input.norm);
// glow = 0;
float4 col = float4(lerp(input.color.rgb, float3(2,2,2), glow), input.color.a);
// clip(input.world.y);
// float4 col = diffuse.Sample(diffuse_s, input.uv);
// col = col * input.color;
return col;
}