oriels/Assets/oriel.hlsl
spatialfree 836dfefb8a oriel!
2021-11-06 05:09:05 -04:00

55 lines
No EOL
1.4 KiB
HLSL

#include "stereokit.hlsli"
//--name = dofdev/oriel
// float4 color;
float _height;
float _ypos;
struct vsIn {
float4 pos : SV_POSITION;
float3 norm : NORMAL0;
float2 uv : TEXCOORD0;
float4 col : COLOR0;
};
struct psIn {
float4 pos : SV_POSITION;
float3 world : NORMAL0;
float3 norm : NORMAL1;
float2 uv : TEXCOORD0;
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;
o.world = mul(input.pos, sk_inst[id].world).xyz;
o.pos = mul(float4(o.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)));
lighting = (clamp(lighting, 0, 1) * 0.8) + 0.2;
o.color.rgb = o.color.rgb * lighting;
return o;
}
float4 ps(psIn input) : SV_TARGET {
if (input.world.y - _ypos > (_height / 2.0) - 0.06) {
// brighten;
input.color.r += (1.0 - input.color.r) / 2.0;
input.color.g += (1.0 - input.color.g) / 2.0;
input.color.b += (1.0 - input.color.b) / 2.0;
return input.color;
}
// clamp how dark the object is *hsv
// float value = input.color.r * 0.3 + input.color.g * 0.59 + input.color.b * 0.11;
// blue tint
input.color.r /= 5.0;
input.color.g /= 5.0;
// input.color.a = 0.5;
return input.color;
}