Files
funnygame/funnyassets/shaders/mesh_raster.shader
2026-02-19 22:06:21 +02:00

76 lines
1.5 KiB
GLSL

#include "macros.hlsl"
COMMON {
cbuffer CameraInfo
{
float4x4 g_matViewProjection;
float4 g_vViewPosition;
};
struct PerModelData
{
float4x4 m_matTranslation;
float4x4 m_matRotation;
}
StructuredBuffer<PerModelData> g_modelData;
struct PS_INPUT
{
float4 m_vScreenPosition: SV_POSITION;
float4 m_vWorldPosition: POSITION;
float4 m_vTexCoord: TEXCOORD0;
float4 m_vNormal: NORMAL0;
}
}
VS
{
struct VS_INPUT
{
float3 m_vPosition: POSITION;
float2 m_vTexCoord: TEXCOORD0;
float3 m_vNormal: NORMAL0;
}
PS_INPUT vsMain( VS_INPUT input )
{
PS_INPUT output = {};
output.m_vScreenPosition = float4(input.m_vPosition, 1);
output.m_vScreenPosition = mul(
output.m_vScreenPosition,
g_modelData[0].m_matTranslation
);
output.m_vScreenPosition = mul(
output.m_vScreenPosition,
g_matViewProjection
);
output.m_vWorldPosition = mul(
float4(input.m_vPosition, 1),
g_modelData[0].m_matTranslation
);
output.m_vNormal = mul(
float4(input.m_vNormal, 1),
g_modelData[0].m_matRotation
);
output.m_vTexCoord = float4(input.m_vTexCoord, 0, 0);
return output;
}
}
PS
{
#include "brdf.hlsl"
float4 psMain( PS_INPUT input )
{
float4 vWorldSpacePosition = input.m_vNormal;
BRDF_t brdf = {};
brdf.m_vRayIn = normalize(g_vViewPosition.xyz-input.m_vWorldPosition.xyz);
brdf.m_vRayOut = normalize(-input.m_vWorldPosition.xyz);
brdf.m_vNormal = input.m_vNormal.xyz;
brdf.m_fRoughness = 1;
brdf.m_fMetalness = 1;
return float4(brdf.BurleyDiffuse(), 1);
}
}