Files
server/src/nodes/drawable/shaders/shader_unlit_gamma.hlsl
2023-08-04 21:20:32 -04:00

40 lines
930 B
HLSL

#include "stereokit.hlsli"
//--name = sk/unlit
//--diffuse = white
//--uv_offset = 0.0, 0.0
//--uv_scale = 1.0, 1.0
Texture2D diffuse : register(t0);
SamplerState diffuse_s : register(s0);
float2 uv_scale;
float2 uv_offset;
struct vsIn {
float4 pos : SV_Position;
float3 norm : NORMAL0;
float2 uv : TEXCOORD0;
};
struct psIn {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
uint view_id : SV_RenderTargetArrayIndex;
};
psIn vs(vsIn input, uint id : SV_InstanceID) {
psIn o;
o.view_id = id % sk_view_count;
id = id / sk_view_count;
float3 world = mul(float4(input.pos.xyz, 1), sk_inst[id].world).xyz;
o.pos = mul(float4(world, 1), sk_viewproj[o.view_id]);
o.uv = (input.uv + uv_offset) * uv_scale;
return o;
}
float4 ps(psIn input) : SV_TARGET {
float4 col = diffuse.Sample(diffuse_s, input.uv);
col.rgb = pow(col.rgb, float3(2.2));
return col;
}