#include "shader_common.h" cbuffer DrawConstantBuffer { float4x4 mWorld; float4x4 mViewProjection; float4 mSurfaceColor; float4 mDeepColor; uint mTextureIndex; }; float linstep(float min, float max, float s) { return saturate((s - min) / (max - min)); } void asteroid_vs(in float3 in_pos : ATTRIB0, in float3 in_normal : ATTRIB1, out float4 position : SV_Position, out VSOut vs_output) { float3 positionWorld = mul(mWorld, float4(in_pos, 1.0f)).xyz; position = mul(mViewProjection, float4(positionWorld, 1.0f)); vs_output.positionModel = in_pos; vs_output.normalWorld = mul(mWorld, float4(in_normal, 0.0f)).xyz; // No non-uniform scaling float depth = linstep(0.5f, 0.7f, length(in_pos.xyz)); vs_output.albedo = lerp(mDeepColor.xyz, mSurfaceColor.xyz, depth); vs_output.textureId = mTextureIndex; }