no textures
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4 changed files with 6 additions and 37 deletions
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@ -2,13 +2,8 @@
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//--name = dofdev/backbox
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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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@ -42,19 +37,17 @@ psIn vs(vsIn input, uint id : SV_InstanceID) {
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// flip input normals to treat backfaces like normal
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o.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.uv = input.uv;
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o.color = color * sk_inst[id].color;
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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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float3 view_dir = normalize(input.world_pos - input.cam_pos);
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// Fresnel effect calculation
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float fresnel = 1.0 - saturate(dot(-view_dir, input.normal));
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fresnel = pow(fresnel, 5.0); // Adjust power for different falloff rates
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float value = 0.5;
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return lerp(col, float4(1), 0.666) * float4(fresnel * input.color.rgb * value, input.color.a);
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return float4(fresnel * input.color.rgb * value, input.color.a);
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}
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@ -2,13 +2,8 @@
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//--name = dofdev/mono
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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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@ -33,16 +28,12 @@ psIn vs(vsIn input, uint id : SV_InstanceID) {
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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.uv = input.uv;
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float3 norm_color = float3(0.5) + (normal * 0.5);
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float3 norm_shade = float3(0.5) + (norm_color * 0.5);
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o.color = float4(norm_shade, 1) * input.col; // input.col * color * sk_inst[id].color;
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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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col = col * input.color;
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return col;
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return input.color;
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}
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@ -2,13 +2,8 @@
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//--name = dofdev/unlit
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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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@ -33,14 +28,10 @@ psIn vs(vsIn input, uint id : SV_InstanceID) {
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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.uv = input.uv;
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o.color = input.col * color * sk_inst[id].color;
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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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col = lerp(col, float4(1), 0.666) * input.color;
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return col;
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return input.color;
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}
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@ -14,8 +14,6 @@ static class Arts
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static Material mat_backbox = new Material("backbox.hlsl");
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static Material mat_justcolor = new Material("justcolor.hlsl");
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static Tex tex_box = Tex.FromFile("paper.jpg");
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public static Vec3 box_shake = new(0, 0, 0);
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static Quat food_ori = Quat.Identity;
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@ -42,10 +40,6 @@ static class Arts
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Color.White
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);
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// mat_mono.SetTexture("diffuse", tex_mono);
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mat_box.SetTexture("diffuse", tex_box);
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mat_backbox.SetTexture("diffuse", tex_box);
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mat_backbox.FaceCull = Cull.Front;
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mat_backbox.Transparency = Transparency.Add;
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mat_backbox.DepthTest = DepthTest.LessOrEq;
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