textures
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@@ -10,6 +10,7 @@ COMMON {
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{
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float4x4 m_matTranslation;
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float4x4 m_matRotation;
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uint32_t m_uAlbedo;
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}
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StructuredBuffer<PerModelData> g_modelData;
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struct PS_INPUT
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@@ -30,13 +31,13 @@ VS
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float3 m_vNormal: NORMAL0;
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}
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PS_INPUT vsMain( VS_INPUT input )
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PS_INPUT vsMain( VS_INPUT input, uint uInstance: SV_InstanceID )
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{
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PS_INPUT output = {};
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output.m_vScreenPosition = float4(input.m_vPosition, 1);
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output.m_vScreenPosition = mul(
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output.m_vScreenPosition,
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g_modelData[0].m_matTranslation
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g_modelData[uInstance].m_matTranslation
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);
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output.m_vScreenPosition = mul(
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output.m_vScreenPosition,
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@@ -44,11 +45,11 @@ VS
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);
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output.m_vWorldPosition = mul(
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float4(input.m_vPosition, 1),
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g_modelData[0].m_matTranslation
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g_modelData[uInstance].m_matTranslation
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);
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output.m_vNormal = mul(
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float4(input.m_vNormal, 1),
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g_modelData[0].m_matRotation
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g_modelData[uInstance].m_matRotation
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);
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output.m_vTexCoord = float4(input.m_vTexCoord, 0, 0);
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return output;
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@@ -57,15 +58,23 @@ VS
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PS
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{
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#include "brdf.hlsl"
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#include "textures.hlsl"
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struct PS_OUTPUT
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{
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float4 m_vAlbedo: SV_Target0;
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float4 m_vNormal: SV_Target1;
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float4 m_vWorldPosition: SV_Target2;
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}
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PS_OUTPUT psMain( PS_INPUT input )
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PS_OUTPUT psMain( PS_INPUT input, uint uInstance: SV_InstanceID )
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{
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PS_OUTPUT output = {};
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output.m_vAlbedo = input.m_vNormal;
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PerModelData data = g_modelData[uInstance];
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output.m_vAlbedo = g_textures[data.m_uAlbedo].Sample(g_textureSampler, input.m_vTexCoord.xy);
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output.m_vWorldPosition = input.m_vWorldPosition;
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output.m_vNormal = input.m_vNormal;
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return output;
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}
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}
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3
funnyassets/shaders/textures.hlsl
Normal file
3
funnyassets/shaders/textures.hlsl
Normal file
@@ -0,0 +1,3 @@
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SamplerState g_textureSampler: register(s0,space1);
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Texture2D<float4> g_textures[]: register(t1, space1);
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