oriels/add/shaders/above.hlsl
2024-01-09 15:48:00 -05:00

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1.6 KiB
HLSL

#include "stereokit.hlsli"
//--name = dofdev/above
//--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;
float3 norm : NORMAL0;
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.pos = mul(o.world, sk_viewproj[o.view_id]);
o.norm = 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(o.norm);
return o;
}
float4 ps(psIn input) : SV_TARGET {
// clip(input.world.y);
float4 col = diffuse.Sample(diffuse_s, input.uv);
col = col * input.color;
if (input.world.y < 0) {
col.r = col.r * 0.0;
col.g = col.g * 0.0;
col.b = col.b * 0.3;
col.rgb *= 0.1;
}
// dist magnitude from center X0Z
float dist = max(1 - (length(input.world.xz) / 10.0), 0.0);
float4 color = lerp(clearcolor, col, 1 - ((1 - dist) * (1 - dist)));
float glow = sk_finger_glow(input.world.xyz, input.norm);
color.rgb += glow * 0.5;
return color;
}