snake/Assets/unlit.hlsl

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HLSL

#include "stereokit.hlsli"
//--name = dofdev/unlit
//--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;
float3 world = mul(float4(input.pos.xyz, 1), sk_inst[id].world).xyz;
o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]);
float3 normal = normalize(mul(input.norm, (float3x3)sk_inst[id].world));
o.uv = input.uv * tex_scale;
o.color = input.col * color * sk_inst[id].color;
return o;
}
float4 ps(psIn input) : SV_TARGET {
float4 col = diffuse.Sample(diffuse_s, input.uv);
col = col * input.color;
return col;
}