Files
MinecraftDungeons/data/shaders/dx11/renderchunk.geometry.hlsl
T
2026-03-08 15:30:46 -05:00

82 lines
1.7 KiB
HLSL

#include "ShaderConstants.fxh"
struct GeometryShaderInput
{
float4 pos : SV_POSITION;
lpfloat4 color : COLOR;
snorm float2 uv0 : TEXCOORD_0;
snorm float2 uv1 : TEXCOORD_1;
#ifdef NEAR_WATER
float cameraDist : TEXCOORD_2;
#endif
#ifdef FOG
float4 fogColor : FOG_COLOR;
#endif
#ifdef INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
};
// Per-pixel color data passed through the pixel shader.
struct GeometryShaderOutput
{
float4 pos : SV_POSITION;
lpfloat4 color : COLOR;
snorm float2 uv0 : TEXCOORD_0;
snorm float2 uv1 : TEXCOORD_1;
#ifdef NEAR_WATER
float cameraDist : TEXCOORD_2;
#endif
#ifdef FOG
float4 fogColor : FOG_COLOR;
#endif
#ifdef INSTANCEDSTEREO
uint renTarget_id : SV_RenderTargetArrayIndex;
#endif
};
bool inBounds(float3 worldPos)
{
bool inBounds = true;
if (worldPos.x < CHUNK_CLIP_MIN.x ||
worldPos.x > CHUNK_CLIP_MAX.x ||
worldPos.z < CHUNK_CLIP_MIN.y ||
worldPos.z > CHUNK_CLIP_MAX.y)
{
inBounds = false;
}
return inBounds;
}
// passes through the triangles, except changint the viewport id to match the instance
[maxvertexcount(3)]
void main(triangle GeometryShaderInput input[3], inout TriangleStream<GeometryShaderOutput> outStream)
{
GeometryShaderOutput output = (GeometryShaderOutput)0;
#ifdef INSTANCEDSTEREO
int i = input[0].instanceID;
#endif
{
for (int j = 0; j < 3; j++)
{
output.pos = input[j].pos;
output.color = input[j].color;
output.uv0 = input[j].uv0;
output.uv1 = input[j].uv1;
#ifdef NEAR_WATER
output.cameraDist = input[j].cameraDist;
#endif
#ifdef INSTANCEDSTEREO
output.renTarget_id = i;
#endif
#ifdef FOG
output.fogColor = input[j].fogColor;
#endif
outStream.Append(output);
}
}
}