oriels/add/room.hlsl
2022-03-17 16:55:59 -04:00

47 lines
No EOL
1.1 KiB
HLSL

#include "stereokit.hlsli"
//--name = dofdev/room
//--color:color = 1,1,1,1
//--tex_scale = 1
//--diffuse = white
float4 color;
float tex_scale;
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;
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;
float4 world = mul(input.pos, sk_inst[id].world);
o.pos = mul(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 {
float4 col = diffuse.Sample(diffuse_s, input.uv);
float value = (col.r + col.r + col.g + col.g + col.g + col.b) / 6;
return float4(value, value, value, 1);
}