126 lines
No EOL
3 KiB
HLSL
126 lines
No EOL
3 KiB
HLSL
#include "stereokit.hlsli"
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//--name = dofdev/room
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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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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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cbuffer BufferData : register(b3) {
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float4x4 oriel_matrix;
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float3 dimensions;
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float time;
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};
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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 world : WORLD;
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float2 uv : TEXCOORD0;
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float4 color : COLOR0;
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float3 camdir : TEXCOORD1;
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float3 campos : TEXCOORD2;
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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.camdir = sk_camera_dir[o.view_id].xyz;
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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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float3 normal = 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(normal);
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return o;
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}
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float sdBox(float3 p, float3 b) {
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float3 q = abs(p) - b;
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return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
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}
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float sdSphere(float3 p, float r) {
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return length(p) - r;
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}
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float raymarch(float4x4 m, float3 ro, float3 rd) {
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ro = mul(float4(ro, 1), m).xyz;
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rd = mul(float4(rd, 0), m).xyz;
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float dist = 0.0;
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for (int i = 0; i < 256; i++) {
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float3 pos = ro + dist * rd;
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float step = sdBox(pos, dimensions / 2.0);
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// float step = sdSphere(pos, dimensions.y / 2.0);
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if (step < 0.0001 || dist > 100) break; // 100 == distmax
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dist += step;
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}
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return dist;
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}
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// float4 read(float2 head, float x, float y) {
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// head += float2(x, y);
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// return diffuse.Sample(tex, head);
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// }
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float4 ps(psIn input) : SV_TARGET {
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float4 col = diffuse.Sample(diffuse_s, input.uv);
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// float2 head = float2(0, 0);
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// if (read(head, 0, 0).r > 0) {
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// float4x4 m = float4x4(
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// diffuse.Sample(tex, head + float2(1, 0)),
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// diffuse.Sample(tex, head + float2(2, 0)),
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// diffuse.Sample(tex, head + float2(3, 0)),
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// diffuse.Sample(tex, head + float2(4, 0))
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// );
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// }
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// float3 dim = float3(
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// diffuse.Sample(tex, head + float2(1, 0)),
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// );
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float3 ro = input.campos;
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float3 rd = normalize(input.world - ro);
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float ol = raymarch(oriel_matrix, ro, rd);
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clip(-(100 - (ol + 1)));
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// if ((100 - (ol + 1)) > 0) {
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// col *= 0.1;
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// }
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ro += ol * rd;
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// clip((distance(input.campos, input.world) - distance(input.campos, ro)) * -1);
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// if ((distance(input.campos, input.world) - distance(input.campos, ro)) >= 0) {
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// col *= 0.1;
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// }
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// if (input.world.y < bufferCenter.y) {
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// col *= 0.1;
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// }
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// float value = (col.r + col.r + col.g + col.g + col.g + col.b) / 6;
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// return float4(value, value, value, 1);
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return col * 0.333;
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} |