librashader/test/capi-tests/librashader-capi-tests/dx11-example-2/shaders.hlsl
2023-01-26 23:47:27 -05:00

115 lines
3.9 KiB
HLSL
Vendored

cbuffer constants : register(b0) {
row_major float4x4 cameraprojection;
row_major float4x4 lightprojection;
float3 lightrotation;
float3 modelrotation;
float4 modeltranslation;
float2 shadowmapsize;
}
///////////////////////////////////////////////////////////////////////////////////////////////////
struct input {
float3 position;
float2 texcoord;
};
struct output {
float4 position : SV_POSITION;
float4 lightpos : LPS;
float2 texcoord : TEX;
nointerpolation float4 color : COL;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
StructuredBuffer<input> vertexbuffer : register(t0);
Texture2D<float> shadowmap : register(t1);
///////////////////////////////////////////////////////////////////////////////////////////////////
float3 get_rotation(uint i) {
return float3(max(0, float(i / 4) * 2 - 7), i / 4 % 5, i % 4) *
1.5708f; // generate XYZ rotation from instance id
}
float4x4 get_rotation_matrix(float3 r) {
float4x4 x = {1, 0, 0, 0, 0, cos(r.x), -sin(r.x), 0,
0, sin(r.x), cos(r.x), 0, 0, 0, 0, 1};
float4x4 y = {cos(r.y), 0, sin(r.y), 0, 0, 1, 0, 0,
-sin(r.y), 0, cos(r.y), 0, 0, 0, 0, 1};
float4x4 z = {cos(r.z), -sin(r.z), 0, 0, sin(r.z), cos(r.z), 0, 0,
0, 0, 1, 0, 0, 0, 0, 1};
return mul(mul(z, y), x);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
output framebuffer_vs(uint vertexid
: SV_VERTEXID, uint instanceid
: SV_INSTANCEID) {
input myinput = vertexbuffer[vertexid]; // manual vertex fetch
static float4 normal[2] = {{0, 0, -1, 0}, {0, -1, 0, 0}};
static float3 color[6] = {
{0.973f, 0.480f, 0.002f}, {0.897f, 0.163f, 0.011f},
{0.612f, 0.000f, 0.069f}, {0.127f, 0.116f, 0.408f},
{0.000f, 0.254f, 0.637f}, {0.001f, 0.447f, 0.067f}};
float4x4 modeltransform = mul(get_rotation_matrix(get_rotation(instanceid)),
get_rotation_matrix(modelrotation));
float4x4 lighttransform =
mul(modeltransform, get_rotation_matrix(lightrotation));
float light = clamp(
dot(mul(normal[vertexid / 4], lighttransform), normal[0]), 0.0f, 1.0f);
output myoutput;
myoutput.position = mul(
mul(float4(myinput.position, 1.0f), modeltransform) + modeltranslation,
cameraprojection);
myoutput.lightpos = mul(
mul(float4(myinput.position, 1.0f), lighttransform) + modeltranslation,
lightprojection);
myoutput.texcoord = myinput.texcoord;
myoutput.color = float4(color[instanceid / 4], light);
myoutput.lightpos.xy =
(myoutput.lightpos.xy * float2(0.5f, -0.5f) + 0.5f) * shadowmapsize;
return myoutput;
}
float4 framebuffer_ps(output myinput) : SV_TARGET {
float3 color =
myinput.color.rgb *
((uint(myinput.texcoord.x * 2) ^ uint(myinput.texcoord.y * 2)) & 1
? 0.25f
: 1.0f); // procedural checkerboard pattern
float light = myinput.color.a;
if (light > 0.0f && shadowmap[myinput.lightpos.xy] < myinput.lightpos.z)
light *= 0.2;
return float4(color * (light * 0.8f + 0.2f), 1);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
float4 shadowmap_vs(uint vertexid
: SV_VERTEXID, uint instanceid
: SV_INSTANCEID)
: SV_POSITION {
float4x4 modeltransform = mul(get_rotation_matrix(get_rotation(instanceid)),
get_rotation_matrix(modelrotation));
float4x4 lighttransform =
mul(modeltransform, get_rotation_matrix(lightrotation));
return mul(
mul(float4(vertexbuffer[vertexid].position, 1.0f), lighttransform) +
modeltranslation,
lightprojection);
}