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@maluoi
Last active February 23, 2024 23:40
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A shader for StereoKit that allows for rendering side-by-side stereo textures.
#include <stereokit.hlsli>
//--color:color = 1,1,1,1
//--tex_scale = 1
//--diffuse = white
float4 color;
float tex_scale;
Texture2D diffuse : register(t0);
SamplerState diffuse_s : register(s0);
struct vsIn {
float4 pos : SV_POSITION;
float3 norm : NORMAL0;
float2 uv : TEXCOORD0;
float4 col : COLOR0;
};
struct psIn {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR0;
uint view_id : SV_RenderTargetArrayIndex;
};
psIn vs(vsIn input, uint id : SV_InstanceID) {
psIn o;
o.view_id = id % sk_view_count;
id = id / sk_view_count;
float4 world = mul(input.pos, sk_inst[id].world);
o.pos = mul(world, sk_viewproj[o.view_id]);
o.uv = input.uv * tex_scale * float2(0.5,1) + float2((o.view_id+sk_eye_offset)*0.5,0);
o.color = input.col * color * sk_inst[id].color;
return o;
}
float4 ps(psIn input) : SV_TARGET {
float4 col = diffuse.Sample(diffuse_s, input.uv);
return col * input.color;
}
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