2017-09-21 18:33:05 +08:00
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#include "Common.hlsli"
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cbuffer VSSceneVars : register(b0)
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{
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float4x4 ViewProj;
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float4 CameraPos;
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float4 LightColour;
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}
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struct PathShaderVertex
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{
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float3 Position;
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uint Colour;
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};
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StructuredBuffer<PathShaderVertex> Vertices : register(t0);
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struct VS_OUTPUT
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{
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float4 Position : SV_POSITION;
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float4 Colour : COLOR0;
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};
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VS_OUTPUT main(uint id : SV_VertexID)
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{
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VS_OUTPUT output;
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float3 pos;
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float4 col;
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PathShaderVertex vert = Vertices[id];
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pos = vert.Position;
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col = Unpack4x8UNF(vert.Colour).abgr;
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float3 opos = pos - CameraPos.xyz;
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float4 cpos = mul(float4(opos, 1), ViewProj);
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2019-12-01 17:47:16 +08:00
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cpos.z *= 1.01; //bias paths depth slightly to bring it in front of normal geometry...
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2017-09-21 18:33:05 +08:00
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output.Position = cpos;
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output.Colour.rgb = col.rgb * LightColour.a; //apply intensity
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output.Colour.a = col.a;
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return output;
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}
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