99 lines
No EOL
2.4 KiB
HLSL
99 lines
No EOL
2.4 KiB
HLSL
#include "stereokit.hlsli"
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//--name = dofdev/below
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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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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.world.y = -o.world.y;
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o.pos = mul(o.world, 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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float4 ps(psIn input) : SV_TARGET {
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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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// dot product of the view direction and the normal
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float3 tocam = normalize(input.campos - input.world.xyz);
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float3 normal = normalize(float3(0, 1, 0));
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float dotprod = max(dot(tocam, normal), 0.0);
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float radians = acos(dotprod);
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float degrees = radians * 180.0 / 3.14159;
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float a = input.world.y * 2.0;
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// float bdeg = (1.0 - dotprod) * 90.0;
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float bdeg = degrees;
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float angle = 180.0 - (bdeg * 2.0);
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// float depth = max(1.0 - (input.world.y / -3.0), 0.0);
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float x = angle / 180.0;
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x = 1 - x;
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x = x * 0.1;
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x = x + 0.9;
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// dist magnitude from center X0Z
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float dist = max(1 - (length(input.world.xz) / 10.0), 0.0);
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float t = (x * x) * (dist * dist);
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// bluer
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col.r *= 1 - (t / 10);
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col.g *= 1 - (t / 10);
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col.rgb = lerp(col.rgb, float3(0.3, 1, 0.2), (-input.world.y / 20));
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return lerp(clearcolor, col, t);
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// float r = (a / sin(angle)) * sin(bdeg);
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// float3 topWorld = float3(input.world.x, 0, input.world.z);
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// float3 camWorld = float3(input.campos.x, 0, input.campos.z);
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// float3 proj = normalize(camWorld - topWorld);
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// float3 reflectionPoint = topWorld + (proj * r);
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// float val = max(dot(normalize(input.campos - reflectionPoint), normal), 0.0);
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// return col * val;
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} |