#include "common_buffers.hlsl" #include "lighting.hlsl" struct VS_INPUT { float3 position : POSITION0; float3 normal : NORMAL0; float2 uv : TEXCOORD0; }; struct VS_OUTPUT { float4 position : SV_POSITION; float4 worldPos : POSITION0; float2 uv : TEXCOORD0; float3 normal : NORMAL0; }; float filterwidth(float2 v) { float2 fw = max(abs(ddx(v)), abs(ddy(v))); return max(fw.x, fw.y); } float2 bump(float2 x) { return (floor(x/2) + 2.f * max((x/2) - floor(x/2) - .5f, 0.f)); } float checker(float2 uv) { float width = filterwidth(uv); float2 p0 = uv - 0.5 * width; float2 p1 = uv + 0.5 * width; float2 i = (bump(p1) - bump(p0)) / width; return i.x * i.y + (1 - i.x) * (1 - i.y); } VS_OUTPUT VS(VS_INPUT iV) { VS_OUTPUT oV; float4 worldSpacePos = mul(float4(iV.position, 1.0f), model); oV.position = mul(worldSpacePos, viewProjection); oV.uv = iV.uv; 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; color *= 1.0 - 0.25 * checker(iV.uv); float3 lightColor = CalcPixelLight(color.xyz, iV.worldPos.xyz, iV.normal); return float4(lightColor, 1); }