59 lines
No EOL
1.5 KiB
HLSL
59 lines
No EOL
1.5 KiB
HLSL
#include "stereokit.hlsli"
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//--name = dofdev/crown
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float _height;
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float _ypos;
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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 campos : NORMAL0;
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float3 world : NORMAL1;
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float3 norm : NORMAL2;
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float2 uv : TEXCOORD0;
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float4 color : COLOR0;
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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).xyz;
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o.pos = mul(float4(o.world, 1), 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;
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o.color = input.col;
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float lighting = dot(o.norm, normalize(float3(-0.3, 0.6, 0.1)));
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lighting = (clamp(lighting, 0, 1) * 0.8) + 0.2;
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o.color.rgb = o.color.rgb * lighting; // * sk_inst[id].color;
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return o;
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}
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float3 cross(float3 a, float3 b) {
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return float3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
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}
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float dot(float3 a, float3 b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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float4 ps(psIn input) : SV_TARGET {
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float4 col = float4(0, 0, 0, 0);
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if (input.world.y - _ypos > (_height / 2.0) - 0.06) {
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col = float4(1,1,1,1) * 0.25 * dot(input.world, input.norm);
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if (input.norm.y > 0) {
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col = float4(1,1,1,1) * 0.025;
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}
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}
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return col;
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} |