CodeWalker/Shaders/DistantLightsVS.hlsl
2017-09-21 20:33:05 +10:00

57 lines
1.2 KiB
HLSL

#include "Common.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float2 Texcoord : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
float2 Texcoord : TEXCOORD0;
float4 Colour : COLOR0;
};
struct DistLODLight
{
float3 Position;
uint Colour;
};
StructuredBuffer<DistLODLight> LightInstances : register(t0);
cbuffer VSSceneVars : register(b0)
{
float4x4 ViewProj;
float4x4 ViewInv;
float3 CamPos;
float Pad0;
};
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
DistLODLight light = LightInstances[iid];
float4 ipos = float4(light.Position - CamPos, 1.0);
float4 vpos = float4(input.Position.xy, 0.0, 0.0);// *20.0f;
float4 rgbi = Unpack4x8UNF(light.Colour).gbar;
float dist = length(ipos.xyz);
float size = rgbi.a * min(dist, 50);
float3 offs = vpos.xyz * min(size*0.1f, 3.0f);
float3 tpos = mul(offs, (float3x3)ViewInv);
ipos.xyz += tpos;
float4 opos = mul(ipos, ViewProj);
//opos.xy += offs * opos.w;
output.Position = opos;// +vpos;
output.Texcoord = input.Texcoord;
output.Colour = float4(rgbi.rgb, 0.25);
return output;
}