CodeWalker/Shaders/PathVS.hlsl
2018-03-13 22:24:18 -04:00

39 lines
712 B
HLSL

cbuffer VSSceneVars : register(b0)
{
float4x4 ViewProj;
float4 CameraPos;
float4 LightColour;
}
struct VS_INPUT
{
float4 Position : POSITION;
float4 Colour : COLOR0;
};
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
float4 Colour : COLOR0;
};
VS_OUTPUT main(VS_INPUT input)
{
VS_OUTPUT output;
float3 pos = input.Position.xyz;
float4 col = input.Colour;
float3 opos = pos - CameraPos.xyz;
float4 cpos = mul(float4(opos, 1), ViewProj);
cpos.z -= 0.01; //bias paths depth slightly to bring it in front of normal geometry...
output.Position = cpos;
output.Colour.rgb = col.rgb * LightColour.a; //apply intensity
output.Colour.a = col.a;
return output;
}