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Commit cbce0bd8 authored by Eric Wait's avatar Eric Wait
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COMPILED version 0.1b

parent 2e39fb6e
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cbuffer VSConstantBuffer : register( b0 )
{
matrix World;
matrix View;
matrix Projection;
float4 depthPeelPlanes;
};
cbuffer PSConstantBuffer : register( b1 )
{
float4 color;
float4 colorModifier;
};
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float3 TextureUV : TEXCOORD0;
float3 Normal : NORMAL;
float4 clipPlane[2] : SV_ClipDistance;
};
struct PS_OUTPUT
{
float4 color : SV_TARGET;
float depth : SV_DEPTH;
};
VS_OUTPUT DefaultMeshVertexShader( float4 Pos : POSITION, float3 TextureUV : TEXCOORD, float3 Normal : NORMAL )
{
VS_OUTPUT output = (VS_OUTPUT)0;
output.TextureUV = TextureUV;
output.Pos = mul( Pos, World );
output.clipPlane[0] = float4(0,0,0, output.Pos.z-depthPeelPlanes.x);
output.clipPlane[1] = float4(0,0,0, depthPeelPlanes.y-output.Pos.z);
output.Pos = mul( output.Pos, View );
output.Pos = mul( output.Pos, Projection );
output.Normal = mul( Normal, World );
return output;
}
PS_OUTPUT DefaultMeshPixelShader( VS_OUTPUT input )
{
PS_OUTPUT output;
float4 mainLightDir = float4(-0.5774,-0.5774,0.5774,0);
float lightInt = 0.7*dot(-input.Normal,mainLightDir);
lightInt = saturate(lightInt) + 0.3;
float3 cval = color*lightInt;
output.color = float4(cval.x, cval.y, cval.z, color.w) * colorModifier;
output.depth = input.Pos.z;
return output;
}
cbuffer VSConstantBuffer : register( b0 )
{
matrix World;
matrix View;
matrix Projection;
float4 depthPeelPlanes;
};
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float3 TextureUV : TEXCOORD0;
float3 Normal : NORMAL;
float3 Dpth : TEXCOORD1;
float4 clipPlane[2] : SV_ClipDistance;
};
VS_OUTPUT ViewAlignedVertexShader( float4 Pos : POSITION, float3 TextureUV : TEXCOORD, float3 Normal : NORMAL )
{
VS_OUTPUT output = (VS_OUTPUT)0;
output.TextureUV = mul(float4(TextureUV,1), World).xyz;
output.clipPlane[0] = float4(output.TextureUV.x, output.TextureUV.y, output.TextureUV.z,Pos.z-depthPeelPlanes.x);
output.clipPlane[1] = float4(1.0f-output.TextureUV.x, 1.0f-output.TextureUV.y, 1.0f-output.TextureUV.z,depthPeelPlanes.y-Pos.z);
output.Pos = mul( Pos, View );
output.Pos = mul( output.Pos, Projection );
output.Dpth = Pos.xyz;
return output;
}
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