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