#include "shader_common.h" struct AsteroidData { float4x4 World; float4 SurfaceColor; float DeepColorR; float DeepColorG; float DeepColorB; uint TextureIndex; }; #ifdef BINDLESS cbuffer DrawConstantBuffer { float4x4 ViewProjection; } StructuredBuffer g_Data; #else cbuffer DrawConstantBuffer { float4x4 ViewProjection; AsteroidData g_Data; }; #endif float linstep(float min, float max, float s) { return saturate((s - min) / (max - min)); } void asteroid_vs_diligent(in float3 in_pos : ATTRIB0, in float3 in_normal : ATTRIB1, #ifdef BINDLESS in uint AsteroidId : ATTRIB2, // SV_InstanceId is not affected by BaseInstance #endif out float4 position : SV_Position, out VSOut vs_output) { #ifdef BINDLESS AsteroidData Data = g_Data[AsteroidId]; #else AsteroidData Data = g_Data; #endif float3 positionWorld = mul(Data.World, float4(in_pos, 1.0f)).xyz; position = mul(ViewProjection, float4(positionWorld, 1.0f)); vs_output.positionModel = in_pos; vs_output.normalWorld = mul(Data.World, 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( float3(Data.DeepColorR, Data.DeepColorG, Data.DeepColorB), Data.SurfaceColor.xyz, depth); vs_output.textureId = Data.TextureIndex; }