81 lines
1.5 KiB
Plaintext
81 lines
1.5 KiB
Plaintext
uniform float4x4 ViewProj;
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uniform float4 color = {1.0, 1.0, 1.0, 1.0};
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uniform float4 randomvals1;
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uniform float4 randomvals2;
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uniform float4 randomvals3;
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struct SolidVertInOut {
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float4 pos : POSITION;
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};
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SolidVertInOut VSSolid(SolidVertInOut vert_in)
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{
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SolidVertInOut vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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return vert_out;
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}
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float4 PSSolid(SolidVertInOut vert_in) : TARGET
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{
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return color;
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}
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float rand(float4 pos, float4 rand_vals)
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{
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return 0.5 + 0.5 * frac(sin(dot(pos.xy, float2(rand_vals.x, rand_vals.y))) * rand_vals.z);
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}
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float4 PSRandom(SolidVertInOut vert_in) : TARGET
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{
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return float4(rand(vert_in.pos, randomvals1),
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rand(vert_in.pos, randomvals2),
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rand(vert_in.pos, randomvals3),
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1.0);
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}
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struct SolidColoredVertInOut {
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float4 pos : POSITION;
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float4 color : COLOR;
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};
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SolidColoredVertInOut VSSolidColored(SolidColoredVertInOut vert_in)
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{
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SolidColoredVertInOut vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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vert_out.color = vert_in.color;
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return vert_out;
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}
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float4 PSSolidColored(SolidColoredVertInOut vert_in) : TARGET
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{
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return vert_in.color * color;
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}
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technique Solid
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{
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pass
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{
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vertex_shader = VSSolid(vert_in);
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pixel_shader = PSSolid(vert_in);
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}
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}
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technique SolidColored
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{
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pass
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{
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vertex_shader = VSSolidColored(vert_in);
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pixel_shader = PSSolidColored(vert_in);
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}
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}
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technique Random
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{
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pass
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{
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vertex_shader = VSSolid(vert_in);
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pixel_shader = PSRandom(vert_in);
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}
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}
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