74 lines
1.5 KiB
HLSL
74 lines
1.5 KiB
HLSL
cbuffer Rarely : register(c0)
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{
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matrix ViewProjection;
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}
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cbuffer everyFrame : register(c1)
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{
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matrix View;
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}
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cbuffer everyObject : register(c2)
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{
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matrix World;
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}
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Texture2D Diffuse :register(t0);
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Texture2D Specular :register(t1);
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Texture2D Glow :register(t2);
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SamplerState LinearSampler : register(s0);
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struct VSObjIn
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{
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float3 Pos : POSITION;
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float3 Normal : NORMAL;
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float2 UV : TEXCOORD;
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};
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struct PSObjIn
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{
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float4 Pos : SV_POSITION;
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float3 WorldPos : POSITION;
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float3 Normal : NORMAL;
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float2 UV : TEXCOORD;
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};
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struct PSObjOut
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{
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float4 Diffuse : SV_Target0;
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float4 Specular : SV_Target1;
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float4 Glow : SV_Target2;
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float4 Pos : SV_Target3;
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float4 Normal : SV_Target4;
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};
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PSObjIn VSObj(VSObjIn input)
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{
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PSObjIn output;
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matrix WV = mul( World, View );
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matrix WVP = mul (World, ViewProjection );
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output.Pos = mul( float4(input.Pos, 1), WVP );
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output.WorldPos = mul( float4(input.Pos, 1), WV ).xyz;
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output.Normal = mul( float4(input.Normal, 0), WV ).xyz;
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output.UV = input.UV;
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return output;
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}
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float4 PSObj (PSObjIn errors) : SV_Target0
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{
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return Diffuse.Sample( LinearSampler, errors.UV );
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}
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PSObjOut PSDefObj(PSObjIn inp)
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{
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PSObjOut outp;
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outp.Pos = float4( inp.WorldPos, 1 );
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outp.Normal = float4( normalize(inp.Normal), 0 ); // normalize since interpolation messes them up
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outp.Diffuse = Diffuse.Sample( LinearSampler, inp.UV );
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outp.Specular = Specular.Sample( LinearSampler, inp.UV );
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outp.Glow = Glow.Sample( LinearSampler, inp.UV );
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return outp;
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} |