56 lines
1.3 KiB
HLSL
56 lines
1.3 KiB
HLSL
#include "Macros.fxh"
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BEGIN_CONSTANTS
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float4x4 ViewProjection _vs(c4) _cb(c4);
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float3 LightPosition _ps(c0) _cb(c8);
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float FarPlane _ps(c1) _cb(c9);
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END_CONSTANTS
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struct VertexShaderInput
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{
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float4 Position : POSITION;
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};
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struct VertexShaderOutput
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{
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float4 Position : SV_Position;
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float3 PositionWorld : TEXCOORD0;
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};
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VertexShaderOutput instanced_vs(VertexShaderInput input, float3 Translation : TEXCOORD2)
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{
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VertexShaderOutput output;
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float4x4 world = float4x4(
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float4(1, 0, 0, 0),
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float4(0, 1, 0, 0),
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float4(0, 0, 1, 0),
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float4(Translation.x, Translation.y, Translation.z, 1)
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);
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float4x4 worldViewProjection = mul(world, ViewProjection);
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output.Position = mul(input.Position, worldViewProjection);
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output.Position.x *= -1; // otherwise cube map render will be horizontally flipped
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output.PositionWorld = mul(input.Position, world);
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return output;
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}
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float4 main_ps(VertexShaderOutput input) : SV_TARGET0
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{
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float lightDistance = length(input.PositionWorld - LightPosition);
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lightDistance /= FarPlane;
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return float4(lightDistance, 0.0, 0.0, 0.0);
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}
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Technique SimpleDepth
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{
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Pass
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{
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VertexShader = compile vs_3_0 instanced_vs();
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PixelShader = compile ps_3_0 main_ps();
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}
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}
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