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#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);
}
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