/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT* */ #include #include #include #include option bool o_wavyLines = false; ShaderResourceGroup MaterialSrg : SRG_PerMaterial { float4 m_colorA; float4 m_colorB; } struct VertexInput { float3 m_position : POSITION; }; struct VertexOutput { float4 m_position : SV_Position; float3 m_worldPosition : TexCoord; }; VertexOutput MainVS(VertexInput input) { const float4x4 objectToWorldMatrix = ObjectSrg::GetWorldMatrix(); VertexOutput output; float3 worldPosition = mul(objectToWorldMatrix, float4(input.m_position, 1)).xyz; output.m_worldPosition = worldPosition; output.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(worldPosition, 1.0)); return output; } struct PixelOutput { float4 m_color : SV_Target0; }; PixelOutput MainPS(VertexOutput input) { PixelOutput output; float scale = 10; float stripeThickness = 0.3; float stripeShift = 0.66; float position = input.m_worldPosition.z; if(o_wavyLines) { position += sin(input.m_worldPosition.x * 10) * 0.05; } float t = step(frac(position * scale + stripeShift), stripeThickness); output.m_color = lerp(MaterialSrg::m_colorA, MaterialSrg::m_colorB, t); output.m_color.a = 0.5; return output; }