cnq3/code/renderer/shaders/crp/wireframe_normals.hlsl

66 lines
1.6 KiB
HLSL

/*
===========================================================================
Copyright (C) 2024 Gian 'myT' Schellenbaum
This file is part of Challenge Quake 3 (CNQ3).
Challenge Quake 3 is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Challenge Quake 3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// wireframe normals for debugging
#include "common.hlsli"
#include "scene_view.h.hlsli"
cbuffer RootConstants
{
matrix modelViewMatrix;
};
struct VIn
{
float3 position : POSITION;
float4 color : COLOR0;
};
struct VOut
{
float4 position : SV_Position;
float4 color : COLOR0;
float clipDist : SV_ClipDistance0;
};
VOut vs(VIn input)
{
SceneView scene = GetSceneView();
float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1));
VOut output;
output.position = mul(scene.projectionMatrix, positionVS);
output.clipDist = dot(positionVS, scene.clipPlane);
output.color = input.color;
return output;
}
[earlydepthstencil]
float4 ps(VOut input) : SV_Target
{
float4 result = float4(input.color.rgb, 1);
return result;
}