diff options
Diffstat (limited to 'samples/resources/shaders/physx_primitive_transparent.hlsl')
| -rwxr-xr-x[-rw-r--r--] | samples/resources/shaders/physx_primitive_transparent.hlsl | 78 |
1 files changed, 39 insertions, 39 deletions
diff --git a/samples/resources/shaders/physx_primitive_transparent.hlsl b/samples/resources/shaders/physx_primitive_transparent.hlsl index d52392e..a8ba074 100644..100755 --- a/samples/resources/shaders/physx_primitive_transparent.hlsl +++ b/samples/resources/shaders/physx_primitive_transparent.hlsl @@ -1,40 +1,40 @@ -#include "common_buffers.hlsl" -#include "lighting.hlsl" - -struct VS_INPUT -{ - float3 position : POSITION0; - float3 normal : NORMAL0; -}; - -struct VS_OUTPUT -{ - float4 position : SV_POSITION; - float4 worldPos : POSITION0; - float3 normal : NORMAL0; -}; - -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(iV.normal, (float3x3)model); - oV.normal = worldNormal; - - return oV; -} - -float4 PS(VS_OUTPUT iV) : SV_Target0 -{ - float4 color = defaultColor; - float3 viewDir = normalize(viewPos - iV.worldPos.xyz); - float factor = max(0.0f, dot(normalize(iV.normal), viewDir)); - color.a *= factor; - return color; +#include "common_buffers.hlsl"
+#include "lighting.hlsl"
+
+struct VS_INPUT
+{
+ float3 position : POSITION0;
+ float3 normal : NORMAL0;
+};
+
+struct VS_OUTPUT
+{
+ float4 position : SV_POSITION;
+ float4 worldPos : POSITION0;
+ float3 normal : NORMAL0;
+};
+
+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(iV.normal, (float3x3)model);
+ oV.normal = worldNormal;
+
+ return oV;
+}
+
+float4 PS(VS_OUTPUT iV) : SV_Target0
+{
+ float4 color = defaultColor;
+ float3 viewDir = normalize(viewPos - iV.worldPos.xyz);
+ float factor = max(0.0f, dot(normalize(iV.normal), viewDir));
+ color.a *= factor;
+ return color;
}
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