CodeWalker/CodeWalker.Shaders/PathDynVS.hlsl

47 lines
828 B
HLSL

#include "Common.hlsli"
cbuffer VSSceneVars : register(b0)
{
float4x4 ViewProj;
float4 CameraPos;
float4 LightColour;
}
struct PathShaderVertex
{
float3 Position;
uint Colour;
};
StructuredBuffer<PathShaderVertex> Vertices : register(t0);
struct VS_OUTPUT
{
float4 Position : SV_POSITION;
float4 Colour : COLOR0;
};
VS_OUTPUT main(uint id : SV_VertexID)
{
VS_OUTPUT output;
float3 pos;
float4 col;
PathShaderVertex vert = Vertices[id];
pos = vert.Position;
col = Unpack4x8UNF(vert.Colour).abgr;
float3 opos = pos - CameraPos.xyz;
float4 cpos = mul(float4(opos, 1), ViewProj);
cpos.z *= 1.01; //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;
}