oriels/Assets/oriel.hlsl
2021-11-06 03:29:54 -04:00

43 lines
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1.1 KiB
HLSL

#include "stereokit.hlsli"
//--name = dofdev/oriel
// float4 color;
// Texture2D diffuse : register(t0);
// SamplerState diffuse_s : register(s0);
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;
// float1 depth : TEXCOORD1;
float4 color : COLOR0;
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;
float3 world = mul(input.pos, sk_inst[id].world).xyz;
o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]);
o.norm = normalize(mul(input.norm, (float3x3)sk_inst[id].world));
o.uv = input.uv;
o.color = input.col;
float lighting = dot(o.norm, normalize(float3(0.3, -0.6, -0.1)));
o.color.rgb = o.color.rgb * lighting;
// o.depth = dot(float4(o.norm, 1), normalize(float4(world,1) - sk_camera_pos[o.view_id]));
return o;
}
float4 ps(psIn input) : SV_TARGET {
// clip(input.depth);
return input.color;
}