CodeWalker/Shaders/PathBoxVS.hlsl
2018-03-13 22:28:58 -04:00

47 lines
892 B
HLSL

cbuffer VSSceneVars : register(b0)
{
float4x4 ViewProj;
float4 CameraPos;
float4 LightColour;
}
StructuredBuffer<float4> Nodes : register(t0);
struct VS_INPUT
{
float4 Position : POSITION;
float4 Normal : NORMAL;
};
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
float4 Colour : COLOR0;
float3 Normal : NORMAL;
};
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
float4 n = Nodes[iid];
float3 npos = n.xyz;
float3 ipos = input.Position.xyz * 0.25f;
float3 opos = ipos + npos - 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 = ((float4)1) * LightColour.a; //apply intensity
output.Normal = input.Normal.xyz;
return output;
}