procedural-3d-engine/shaders/slang/stencilbuffer/outline.slang
2025-05-10 15:20:40 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float4 Pos;
float3 Color;
float3 Normal;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
}
struct UBO
{
float4x4 projection;
float4x4 model;
float4 lightPos;
float outlineWidth;
};
ConstantBuffer<UBO> ubo;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
// Extrude along normal
VSOutput output;
float4 pos = float4(input.Pos.xyz + input.Normal * ubo.outlineWidth, input.Pos.w);
output.Pos = mul(ubo.projection, mul(ubo.model, pos));
return output;
}
[shader("fragment")]
float4 fragmentMain()
{
return float4(1.0, 1.0, 1.0, 1.0);
}