oriels/add/shaders/below.hlsl
2022-11-04 16:12:35 -04:00

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2.4 KiB
HLSL

#include "stereokit.hlsli"
//--name = dofdev/below
//--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;
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.world.y = -o.world.y;
o.pos = mul(o.world, sk_viewproj[o.view_id]);
float3 normal = 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(normal);
return o;
}
float4 ps(psIn input) : SV_TARGET {
clip(-input.world.y);
float4 col = diffuse.Sample(diffuse_s, input.uv);
col = col * input.color;
// dot product of the view direction and the normal
float3 tocam = normalize(input.campos - input.world.xyz);
float3 normal = normalize(float3(0, 1, 0));
float dotprod = max(dot(tocam, normal), 0.0);
float radians = acos(dotprod);
float degrees = radians * 180.0 / 3.14159;
float a = input.world.y * 2.0;
// float bdeg = (1.0 - dotprod) * 90.0;
float bdeg = degrees;
float angle = 180.0 - (bdeg * 2.0);
// float depth = max(1.0 - (input.world.y / -3.0), 0.0);
float x = angle / 180.0;
x = 1 - x;
x = x * 0.1;
x = x + 0.9;
// dist magnitude from center X0Z
float dist = max(1 - (length(input.world.xz) / 10.0), 0.0);
float t = (x * x) * (dist * dist);
// bluer
col.r *= 1 - (t / 10);
col.g *= 1 - (t / 10);
col.rgb = lerp(col.rgb, float3(0.3, 1, 0.2), (-input.world.y / 20));
return lerp(clearcolor, col, t);
// float r = (a / sin(angle)) * sin(bdeg);
// float3 topWorld = float3(input.world.x, 0, input.world.z);
// float3 camWorld = float3(input.campos.x, 0, input.campos.z);
// float3 proj = normalize(camWorld - topWorld);
// float3 reflectionPoint = topWorld + (proj * r);
// float val = max(dot(normalize(input.campos - reflectionPoint), normal), 0.0);
// return col * val;
}