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#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<AsteroidData> 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;
}
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