depth_testing.hlsl
src/4.advanced_d3d11/1.1.depth_testing/depth_testing.hlsl · 64 lines
// Read matrices row by row, as rin stores them; mul(M, v) is then M * v.
#pragma pack_matrix(row_major)
cbuffer transforms : register(b0)
{
float4x4 model;
float4x4 normal_matrix;
float4x4 view;
float4x4 projection;
float3 view_position;
};
struct vs_in
{
float3 position : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
// Position and normal in world space, where the lighting is done.
struct vs_out
{
float4 position : SV_Position;
float3 world : WORLD;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
vs_out vs_main(vs_in v)
{
vs_out o;
float4 world = mul(model, float4(v.position, 1.0));
o.world = world.xyz;
o.position = mul(projection, mul(view, world));
o.normal = mul((float3x3)normal_matrix, v.normal);
o.uv = v.uv;
return o;
}
cbuffer view_mode : register(b1)
{
int mode;
float near_plane;
float far_plane;
};
Texture2D albedo : register(t0);
SamplerState linear_wrap : register(s0);
// The eye-space distance a 0..1 depth came from: the projection, undone.
float linear_depth(float depth)
{
return near_plane * far_plane / (far_plane - depth * (far_plane - near_plane));
}
float4 ps_main(vs_out p) : SV_Target
{
// In a pixel shader SV_Position is the pixel: x and y in pixels, z the
// depth about to be tested. GL calls it gl_FragCoord.
float depth = p.position.z;
if (mode == 1) return float4(depth.xxx, 1.0);
if (mode == 2) return float4((linear_depth(depth) / 10.0).xxx, 1.0);
return albedo.Sample(linear_wrap, p.uv);
}