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-rw-r--r--samples/resources/shaders/model_simple_textured.hlsl76
1 files changed, 76 insertions, 0 deletions
diff --git a/samples/resources/shaders/model_simple_textured.hlsl b/samples/resources/shaders/model_simple_textured.hlsl
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+++ b/samples/resources/shaders/model_simple_textured.hlsl
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+#include "common_buffers.hlsl"
+#include "lighting.hlsl"
+
+SamplerState defaultSampler : register(s0);
+Texture2D diffuseTexture : register(t0);
+
+struct VS_INPUT
+{
+ float3 position : POSITION0;
+ float3 normal : NORMAL0;
+ float2 uv : TEXCOORD0;
+ float health : TEXCOORD1;
+};
+
+struct VS_OUTPUT
+{
+ float4 position : SV_POSITION;
+ float4 worldPos : POSITION0;
+ float2 uv : TEXCOORD0;
+ float3 normal : NORMAL0;
+ float health : TEXCOORD1;
+};
+
+VS_OUTPUT VS(VS_INPUT iV)
+{
+ VS_OUTPUT oV;
+
+ float4 worldSpacePos = mul(float4(iV.position, 1.0f), model);
+ oV.position = mul(worldSpacePos, viewProjection);
+
+ oV.worldPos = worldSpacePos;
+
+ // normals
+ float3 worldNormal = mul(float4(iV.normal, 0.0f), model);
+ oV.normal = worldNormal;
+
+ oV.uv = iV.uv;
+ oV.health = iV.health;
+
+ return oV;
+}
+
+float noise2(float2 co)
+{
+ return frac(sin(dot(co.xy, float2(12.9898,78.233))) * 43758.5453);
+}
+
+float voronoi( float2 x )
+{
+ int2 p = floor( x );
+ float2 f = frac( x );
+
+ float res = 8.0;
+ for( int j=-1; j<=1; j++ )
+ for( int i=-1; i<=1; i++ )
+ {
+ int2 b = int2( i, j );
+ float2 r = float2( b ) - f + noise2( p + b );
+ float d = dot( r, r );
+
+ res = min( res, d );
+ }
+ return sqrt( res );
+}
+
+float4 PS(VS_OUTPUT iV) : SV_Target0
+{
+ float4 textureColor = diffuseTexture.Sample(defaultSampler, iV.uv);
+
+ // health cracks hack
+ float crack = 1.0f - voronoi(iV.uv * 50.0f);
+ crack = smoothstep(0.0f, 0.5f, crack);
+ textureColor = textureColor * lerp(1.0f, crack, (1.0f - iV.health) * 0.7f);
+
+ return float4(CalcPixelLight(textureColor, iV.worldPos, iV.normal), 1);
+} \ No newline at end of file