vkd3d/demos/gears.hlsl
2016-11-13 00:55:54 +01:00

56 lines
1.3 KiB
HLSL

cbuffer gear_block : register(b0)
{
float4x4 mvp_matrix;
float3x3 normal_matrix;
};
struct vs_in
{
float4 position : POSITION;
float3 normal : NORMAL;
float3 diffuse : DIFFUSE;
float4 transform : TRANSFORM;
};
struct vs_out
{
float4 position : SV_POSITION;
float4 colour : COLOR;
};
struct vs_out vs_main(struct vs_in i)
{
const float3 l_pos = float3(5.0, 5.0, 10.0);
float3 dir, normal;
float4 position;
struct vs_out o;
float att;
position.x = i.transform.x * i.position.x - i.transform.y * i.position.y + i.transform.z;
position.y = i.transform.x * i.position.y + i.transform.y * i.position.x + i.transform.w;
position.zw = i.position.zw;
o.position = mul(mvp_matrix, position);
dir = normalize(l_pos - o.position.xyz / o.position.w);
normal.x = i.transform.x * i.normal.x - i.transform.y * i.normal.y;
normal.y = i.transform.x * i.normal.y + i.transform.y * i.normal.x;
normal.z = i.normal.z;
att = 0.2 + dot(dir, normalize(mul(normal_matrix, normal)));
o.colour.xyz = i.diffuse.xyz * att;
o.colour.w = 1.0;
return o;
}
float4 ps_main_smooth(float4 position : SV_POSITION, float4 colour : COLOR) : SV_TARGET
{
return colour;
}
float4 ps_main_flat(float4 position : SV_POSITION, nointerpolation float4 colour : COLOR) : SV_TARGET
{
return colour;
}