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- /*
- * 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 "IndirectRendering.azsli"
- struct VSInput
- {
- float3 m_position : POSITION;
- uint m_instanceId : BLENDINDICES0;
- };
- struct VSOutput
- {
- float4 m_position : SV_Position;
- float4 m_color : COLOR;
- };
- rootconstant uint g_instanceId;
- option bool o_useRootConstants = false;
- VSOutput MainVS(VSInput vsInput)
- {
- VSOutput OUT;
- uint instanceId;
- if (o_useRootConstants)
- {
- instanceId = g_instanceId;
- }
- else
- {
- instanceId = vsInput.m_instanceId;
- }
- float4 position = float4(TransformInstancePos(vsInput.m_position, IndirectSceneSrg::m_instancesData[instanceId]), 1.0);
- OUT.m_position = mul(IndirectSceneSrg::m_matrix, position);
- float intensity = saturate((4.0f - OUT.m_position.z) / 2.0f);
- OUT.m_color = float4(IndirectSceneSrg::m_instancesData[instanceId].m_color.xyz * intensity, 1.0f);
- return OUT;
- }
- struct PSOutput
- {
- float4 m_color : SV_Target0;
- };
- PSOutput MainPS(VSOutput vsOutput)
- {
- PSOutput OUT;
- OUT.m_color = vsOutput.m_color;
- return OUT;
- }
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