CodeWalker/CodeWalker.Shaders/WidgetVS.hlsl

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2017-09-21 18:33:05 +08:00
cbuffer SceneVars : register(b0)
{
float4x4 ViewProj;
uint Mode; //0=Vertices, 1=Arc
float Size; //world units
float SegScale; //arc angle / number of segments
float SegOffset; //angle offset of arc
float3 CamRel; //center position
uint CullBack; //culls pixels behind 0,0,0
float4 Colour; //colour for arc
float3 Axis1; //axis 1 of arc
float WidgetPad2;
float3 Axis2; //axis 2 of arc
float WidgetPad3;
}
struct WidgetShaderVertex
{
float4 Position;
float4 Colour;
};
StructuredBuffer<WidgetShaderVertex> Vertices : register(t0);
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
float4 Colour : COLOR0;
float CullValue : TEXCOORD0;
};
VS_OUTPUT main(uint id : SV_VertexID)
{
float3 ipos;
float4 colour;
float cull;
if (Mode == 0) //Vertices
{
ipos = CamRel + Vertices[id].Position.xyz;
colour = Vertices[id].Colour;
cull = 1;
}
else //(Mode == 1) //Arc
{
float a = SegOffset + (id * SegScale);
float3 a1 = Axis1 * sin(a);
float3 a2 = Axis2 * cos(a);
ipos = CamRel + (a1 + a2) * Size;
colour = Colour;
cull = (CullBack == 1) ? ((length(CamRel) - length(ipos)) / Size) : 1;
}
float4 opos = mul(float4(ipos, 1), ViewProj);
VS_OUTPUT output;
output.Position = opos;
output.Colour = colour;
output.CullValue = cull;
return output;
}