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47 lines
892 B
HLSL
47 lines
892 B
HLSL
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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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StructuredBuffer<float4> Nodes : register(t0);
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struct VS_INPUT
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{
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float4 Position : POSITION;
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float4 Normal : NORMAL;
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};
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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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float3 Normal : NORMAL;
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};
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VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
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{
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VS_OUTPUT output;
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float4 n = Nodes[iid];
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float3 npos = n.xyz;
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float3 ipos = input.Position.xyz * 0.25f;
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float3 opos = ipos + npos - CameraPos.xyz;
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float4 cpos = mul(float4(opos, 1), ViewProj);
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cpos.z *= 1.01; //bias paths depth slightly to bring it in front of normal geometry...
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output.Position = cpos;
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output.Colour = ((float4)1) * LightColour.a; //apply intensity
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output.Normal = input.Normal.xyz;
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return output;
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}
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