47 lines
No EOL
1.1 KiB
HLSL
47 lines
No EOL
1.1 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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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 color : COLOR0;
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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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float4 world = mul(input.pos, sk_inst[id].world);
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o.pos = mul(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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float4 col = diffuse.Sample(diffuse_s, input.uv);
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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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} |