Files
funnygame/funnyassets/shaders/mesh_raster.shader
2026-04-12 14:52:33 +03:00

91 lines
1.9 KiB
GLSL

#include "macros.hlsl"
#include "funny_shared.hlsl"
USE_CALLABLE_SHADERS;
COMMON {
cbuffer CameraInfo
{
float4x4 g_matViewProjection;
float4 g_vViewPosition;
};
struct PerModelData
{
float4x4 m_matTranslation;
float4x4 m_matRotation;
uint32_t m_uAlbedo;
}
StructuredBuffer<PerModelData> g_modelData;
struct PS_INPUT
{
float4 m_vScreenPosition: SV_POSITION;
float4 m_vWorldPosition: POSITION;
float4 m_vTexCoord: TEXCOORD0;
float4 m_vNormal: NORMAL0;
uint m_uInstance: SV_InstanceID;
}
}
VS
{
struct VS_INPUT
{
float3 m_vPosition: POSITION;
float2 m_vTexCoord: TEXCOORD0;
float3 m_vNormal: NORMAL0;
}
PS_INPUT vsMain( VS_INPUT input, uint uInstance: SV_InstanceID, uint uBaseInstance: SV_StartInstanceLocation )
{
uint uInstance = uBaseInstance + uInstance;
PS_INPUT output = {};
output.m_vScreenPosition = float4(input.m_vPosition, 1);
output.m_vScreenPosition = mul(
output.m_vScreenPosition,
g_modelData[uInstance].m_matTranslation
);
output.m_vScreenPosition = mul(
output.m_vScreenPosition,
g_matViewProjection
);
output.m_vWorldPosition = mul(
float4(input.m_vPosition, 1),
g_modelData[uInstance].m_matTranslation
);
output.m_vNormal = mul(
float4(input.m_vNormal, 1),
g_modelData[uInstance].m_matRotation
);
output.m_vTexCoord = float4(input.m_vTexCoord, 0, 0);
output.m_uInstance = uInstance;
return output;
}
}
PS
{
#include "brdf.hlsl"
#include "textures.hlsl"
struct PS_OUTPUT
{
float4 m_vAlbedo: SV_Target0;
float4 m_vNormal: SV_Target1;
float4 m_vWorldPosition: SV_Target2;
}
PS_OUTPUT psMain( PS_INPUT input )
{
PS_OUTPUT output = {};
PerModelData data = g_modelData[input.m_uInstance];
output.m_vAlbedo = g_textures[data.m_uAlbedo].Sample(g_textureSampler, input.m_vTexCoord.xy);
output.m_vWorldPosition = input.m_vWorldPosition;
output.m_vNormal = input.m_vNormal;
return output;
}
}