#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); }