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GiantsTools/Sdk/External/DirectXTK/Src/Shaders/SkinnedEffect.fx

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2021-01-24 00:40:09 +01:00
// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
// http://create.msdn.com/en-US/education/catalog/sample/stock_effects
Texture2D<float4> Texture : register(t0);
sampler Sampler : register(s0);
cbuffer Parameters : register(b0)
{
float4 DiffuseColor : packoffset(c0);
float3 EmissiveColor : packoffset(c1);
float3 SpecularColor : packoffset(c2);
float SpecularPower : packoffset(c2.w);
float3 LightDirection[3] : packoffset(c3);
float3 LightDiffuseColor[3] : packoffset(c6);
float3 LightSpecularColor[3] : packoffset(c9);
float3 EyePosition : packoffset(c12);
float3 FogColor : packoffset(c13);
float4 FogVector : packoffset(c14);
float4x4 World : packoffset(c15);
float3x3 WorldInverseTranspose : packoffset(c19);
float4x4 WorldViewProj : packoffset(c22);
float4x3 Bones[72] : packoffset(c26);
};
#include "Structures.fxh"
#include "Common.fxh"
#include "Lighting.fxh"
#include "Utilities.fxh"
float3 Skin(inout VSInputNmTxWeights vin, float3 normal, uniform int boneCount)
{
float4x3 skinning = 0;
[unroll]
for (int i = 0; i < boneCount; i++)
{
skinning += Bones[vin.Indices[i]] * vin.Weights[i];
}
vin.Position.xyz = mul(vin.Position, skinning);
return mul(normal, (float3x3)skinning);
}
// Vertex shader: vertex lighting, one bone.
VSOutputTx VSSkinnedVertexLightingOneBone(VSInputNmTxWeights vin)
{
VSOutputTx vout;
float3 normal = Skin(vin, vin.Normal, 1);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 3);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
VSOutputTx VSSkinnedVertexLightingOneBoneBn(VSInputNmTxWeights vin)
{
VSOutputTx vout;
float3 normal = BiasX2(vin.Normal);
normal = Skin(vin, normal, 1);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 3);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: vertex lighting, two bones.
VSOutputTx VSSkinnedVertexLightingTwoBones(VSInputNmTxWeights vin)
{
VSOutputTx vout;
float3 normal = Skin(vin, vin.Normal, 2);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 3);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
VSOutputTx VSSkinnedVertexLightingTwoBonesBn(VSInputNmTxWeights vin)
{
VSOutputTx vout;
float3 normal = BiasX2(vin.Normal);
normal = Skin(vin, normal, 2);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 3);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: vertex lighting, four bones.
VSOutputTx VSSkinnedVertexLightingFourBones(VSInputNmTxWeights vin)
{
VSOutputTx vout;
float3 normal = Skin(vin, vin.Normal, 4);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 3);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
VSOutputTx VSSkinnedVertexLightingFourBonesBn(VSInputNmTxWeights vin)
{
VSOutputTx vout;
float3 normal = BiasX2(vin.Normal);
normal = Skin(vin, normal, 4);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 3);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: one light, one bone.
VSOutputTx VSSkinnedOneLightOneBone(VSInputNmTxWeights vin)
{
VSOutputTx vout;
float3 normal = Skin(vin, vin.Normal, 1);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 1);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
VSOutputTx VSSkinnedOneLightOneBoneBn(VSInputNmTxWeights vin)
{
VSOutputTx vout;
float3 normal = BiasX2(vin.Normal);
normal = Skin(vin, normal, 1);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 1);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: one light, two bones.
VSOutputTx VSSkinnedOneLightTwoBones(VSInputNmTxWeights vin)
{
VSOutputTx vout;
float3 normal = Skin(vin, vin.Normal, 2);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 1);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
VSOutputTx VSSkinnedOneLightTwoBonesBn(VSInputNmTxWeights vin)
{
VSOutputTx vout;
float3 normal = BiasX2(vin.Normal);
normal = Skin(vin, normal, 2);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 1);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: one light, four bones.
VSOutputTx VSSkinnedOneLightFourBones(VSInputNmTxWeights vin)
{
VSOutputTx vout;
float3 normal = Skin(vin, vin.Normal, 4);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 1);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
VSOutputTx VSSkinnedOneLightFourBonesBn(VSInputNmTxWeights vin)
{
VSOutputTx vout;
float3 normal = BiasX2(vin.Normal);
normal = Skin(vin, normal, 4);
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 1);
SetCommonVSOutputParams;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: pixel lighting, one bone.
VSOutputPixelLightingTx VSSkinnedPixelLightingOneBone(VSInputNmTxWeights vin)
{
VSOutputPixelLightingTx vout;
float3 normal = Skin(vin, vin.Normal, 1);
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
vout.TexCoord = vin.TexCoord;
return vout;
}
VSOutputPixelLightingTx VSSkinnedPixelLightingOneBoneBn(VSInputNmTxWeights vin)
{
VSOutputPixelLightingTx vout;
float3 normal = BiasX2(vin.Normal);
normal = Skin(vin, normal, 1);
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: pixel lighting, two bones.
VSOutputPixelLightingTx VSSkinnedPixelLightingTwoBones(VSInputNmTxWeights vin)
{
VSOutputPixelLightingTx vout;
float3 normal = Skin(vin, vin.Normal, 2);
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
vout.TexCoord = vin.TexCoord;
return vout;
}
VSOutputPixelLightingTx VSSkinnedPixelLightingTwoBonesBn(VSInputNmTxWeights vin)
{
VSOutputPixelLightingTx vout;
float3 normal = BiasX2(vin.Normal);
normal = Skin(vin, normal, 2);
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: pixel lighting, four bones.
VSOutputPixelLightingTx VSSkinnedPixelLightingFourBones(VSInputNmTxWeights vin)
{
VSOutputPixelLightingTx vout;
float3 normal = Skin(vin, vin.Normal, 4);
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
vout.TexCoord = vin.TexCoord;
return vout;
}
VSOutputPixelLightingTx VSSkinnedPixelLightingFourBonesBn(VSInputNmTxWeights vin)
{
VSOutputPixelLightingTx vout;
float3 normal = BiasX2(vin.Normal);
normal = Skin(vin, normal, 4);
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
vout.TexCoord = vin.TexCoord;
return vout;
}
// Pixel shader: vertex lighting.
float4 PSSkinnedVertexLighting(PSInputTx pin) : SV_Target0
{
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
AddSpecular(color, pin.Specular.rgb);
ApplyFog(color, pin.Specular.w);
return color;
}
// Pixel shader: vertex lighting, no fog.
float4 PSSkinnedVertexLightingNoFog(PSInputTx pin) : SV_Target0
{
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
AddSpecular(color, pin.Specular.rgb);
return color;
}
// Pixel shader: pixel lighting.
float4 PSSkinnedPixelLighting(PSInputPixelLightingTx pin) : SV_Target0
{
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
float3 worldNormal = normalize(pin.NormalWS);
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
color.rgb *= lightResult.Diffuse;
AddSpecular(color, lightResult.Specular);
ApplyFog(color, pin.PositionWS.w);
return color;
}