mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-16 19:55:36 +01:00
291 lines
7.3 KiB
HLSL
291 lines
7.3 KiB
HLSL
|
// Copyright (c) Microsoft Corporation. All rights reserved.
|
||
|
// Licensed under the MIT License.
|
||
|
|
||
|
//
|
||
|
// Based on the Visual Studio 3D Starter Kit
|
||
|
//
|
||
|
// http://aka.ms/vs3dkit
|
||
|
//
|
||
|
|
||
|
cbuffer MaterialVars : register (b0)
|
||
|
{
|
||
|
float4 MaterialAmbient;
|
||
|
float4 MaterialDiffuse;
|
||
|
float4 MaterialSpecular;
|
||
|
float4 MaterialEmissive;
|
||
|
float MaterialSpecularPower;
|
||
|
};
|
||
|
|
||
|
cbuffer ObjectVars : register(b2)
|
||
|
{
|
||
|
float4x4 LocalToWorld4x4;
|
||
|
float4x4 LocalToProjected4x4;
|
||
|
float4x4 WorldToLocal4x4;
|
||
|
float4x4 WorldToView4x4;
|
||
|
float4x4 UVTransform4x4;
|
||
|
float3 EyePosition;
|
||
|
};
|
||
|
|
||
|
cbuffer BoneVars : register(b4)
|
||
|
{
|
||
|
float4x3 Bones[72];
|
||
|
};
|
||
|
|
||
|
struct A2V
|
||
|
{
|
||
|
float4 pos : SV_Position;
|
||
|
float3 normal : NORMAL0;
|
||
|
float4 tangent : TANGENT0;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
struct A2V_Vc
|
||
|
{
|
||
|
float4 pos : SV_Position;
|
||
|
float3 normal : NORMAL0;
|
||
|
float4 tangent : TANGENT0;
|
||
|
float4 color : COLOR0;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
struct A2V_Weights
|
||
|
{
|
||
|
float4 pos : SV_Position;
|
||
|
float3 normal : NORMAL0;
|
||
|
float4 tangent : TANGENT0;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
uint4 boneIndices : BLENDINDICES0;
|
||
|
float4 blendWeights : BLENDWEIGHT0;
|
||
|
};
|
||
|
|
||
|
struct A2V_WeightsVc
|
||
|
{
|
||
|
float4 pos : SV_Position;
|
||
|
float3 normal : NORMAL0;
|
||
|
float4 tangent : TANGENT0;
|
||
|
float4 color : COLOR0;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
uint4 boneIndices : BLENDINDICES0;
|
||
|
float4 blendWeights : BLENDWEIGHT0;
|
||
|
};
|
||
|
|
||
|
struct V2P
|
||
|
{
|
||
|
float4 pos : SV_POSITION;
|
||
|
float4 diffuse : COLOR;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
float3 worldNorm : TEXCOORD1;
|
||
|
float3 worldPos : TEXCOORD2;
|
||
|
float3 toEye : TEXCOORD3;
|
||
|
float4 tangent : TEXCOORD4;
|
||
|
float3 normal : TEXCOORD5;
|
||
|
};
|
||
|
|
||
|
|
||
|
// Skinning helper functions
|
||
|
void Skin(inout A2V_Weights vertex, uniform int boneCount)
|
||
|
{
|
||
|
float4x3 skinning = 0;
|
||
|
|
||
|
[unroll]
|
||
|
for (int i = 0; i < boneCount; i++)
|
||
|
{
|
||
|
skinning += Bones[ vertex.boneIndices[i] ] * vertex.blendWeights[ i ];
|
||
|
}
|
||
|
|
||
|
vertex.pos.xyz = mul(vertex.pos, skinning);
|
||
|
vertex.normal = mul(vertex.normal, (float3x3)skinning);
|
||
|
vertex.tangent.xyz = mul((float3)vertex.tangent, (float3x3)skinning);
|
||
|
}
|
||
|
|
||
|
void SkinVc(inout A2V_WeightsVc vertex, uniform int boneCount)
|
||
|
{
|
||
|
float4x3 skinning = 0;
|
||
|
|
||
|
[unroll]
|
||
|
for (int i = 0; i < boneCount; i++)
|
||
|
{
|
||
|
skinning += Bones[vertex.boneIndices[i]] * vertex.blendWeights[i];
|
||
|
}
|
||
|
|
||
|
vertex.pos.xyz = mul(vertex.pos, skinning);
|
||
|
vertex.normal = mul(vertex.normal, (float3x3)skinning);
|
||
|
vertex.tangent.xyz = mul((float3)vertex.tangent, (float3x3)skinning);
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: no per-vertex-color, no skinning
|
||
|
V2P main(A2V vertex)
|
||
|
{
|
||
|
V2P result;
|
||
|
|
||
|
float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz;
|
||
|
|
||
|
// set output data
|
||
|
result.pos = mul(vertex.pos, LocalToProjected4x4);
|
||
|
result.diffuse = MaterialDiffuse;
|
||
|
result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy;
|
||
|
result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4);
|
||
|
result.worldPos = wp;
|
||
|
result.toEye = EyePosition - wp;
|
||
|
result.tangent = vertex.tangent;
|
||
|
result.normal = vertex.normal;
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: per-vertex-color, no skinning
|
||
|
V2P mainVc(A2V_Vc vertex)
|
||
|
{
|
||
|
V2P result;
|
||
|
|
||
|
float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz;
|
||
|
|
||
|
// set output data
|
||
|
result.pos = mul(vertex.pos, LocalToProjected4x4);
|
||
|
result.diffuse = vertex.color * MaterialDiffuse;
|
||
|
result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy;
|
||
|
result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4);
|
||
|
result.worldPos = wp;
|
||
|
result.toEye = EyePosition - wp;
|
||
|
result.tangent = vertex.tangent;
|
||
|
result.normal = vertex.normal;
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: no per-vertex-color, 1-bone skinning
|
||
|
V2P main1Bones(A2V_Weights vertex)
|
||
|
{
|
||
|
V2P result;
|
||
|
|
||
|
Skin(vertex, 1);
|
||
|
|
||
|
float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz;
|
||
|
|
||
|
// set output data
|
||
|
result.pos = mul(vertex.pos, LocalToProjected4x4);
|
||
|
result.diffuse = MaterialDiffuse;
|
||
|
result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy;
|
||
|
result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4);
|
||
|
result.worldPos = wp;
|
||
|
result.toEye = EyePosition - wp;
|
||
|
result.tangent = vertex.tangent;
|
||
|
result.normal = vertex.normal;
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
// Vertex shader: no per-vertex-color, 2-bone skinning
|
||
|
V2P main2Bones(A2V_Weights vertex)
|
||
|
{
|
||
|
V2P result;
|
||
|
|
||
|
Skin(vertex, 2);
|
||
|
|
||
|
float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz;
|
||
|
|
||
|
// set output data
|
||
|
result.pos = mul(vertex.pos, LocalToProjected4x4);
|
||
|
result.diffuse = MaterialDiffuse;
|
||
|
result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy;
|
||
|
result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4);
|
||
|
result.worldPos = wp;
|
||
|
result.toEye = EyePosition - wp;
|
||
|
result.tangent = vertex.tangent;
|
||
|
result.normal = vertex.normal;
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
// Vertex shader: no per-vertex-color, 4-bone skinning
|
||
|
V2P main4Bones(A2V_Weights vertex)
|
||
|
{
|
||
|
V2P result;
|
||
|
|
||
|
Skin(vertex, 4);
|
||
|
|
||
|
float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz;
|
||
|
|
||
|
// set output data
|
||
|
result.pos = mul(vertex.pos, LocalToProjected4x4);
|
||
|
result.diffuse = MaterialDiffuse;
|
||
|
result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy;
|
||
|
result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4);
|
||
|
result.worldPos = wp;
|
||
|
result.toEye = EyePosition - wp;
|
||
|
result.tangent = vertex.tangent;
|
||
|
result.normal = vertex.normal;
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: per-vertex-color, 1-bone skinning
|
||
|
V2P main1BonesVc(A2V_WeightsVc vertex)
|
||
|
{
|
||
|
V2P result;
|
||
|
|
||
|
SkinVc(vertex, 1);
|
||
|
|
||
|
float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz;
|
||
|
|
||
|
// set output data
|
||
|
result.pos = mul(vertex.pos, LocalToProjected4x4);
|
||
|
result.diffuse = vertex.color * MaterialDiffuse;
|
||
|
result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy;
|
||
|
result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4);
|
||
|
result.worldPos = wp;
|
||
|
result.toEye = EyePosition - wp;
|
||
|
result.tangent = vertex.tangent;
|
||
|
result.normal = vertex.normal;
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
// Vertex shader: per-vertex-color, 2-bone skinning
|
||
|
V2P main2BonesVc(A2V_WeightsVc vertex)
|
||
|
{
|
||
|
V2P result;
|
||
|
|
||
|
SkinVc(vertex, 2);
|
||
|
|
||
|
float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz;
|
||
|
|
||
|
// set output data
|
||
|
result.pos = mul(vertex.pos, LocalToProjected4x4);
|
||
|
result.diffuse = vertex.color * MaterialDiffuse;
|
||
|
result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy;
|
||
|
result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4);
|
||
|
result.worldPos = wp;
|
||
|
result.toEye = EyePosition - wp;
|
||
|
result.tangent = vertex.tangent;
|
||
|
result.normal = vertex.normal;
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
// Vertex shader: per-vertex-color, 4-bone skinning
|
||
|
V2P main4BonesVc(A2V_WeightsVc vertex)
|
||
|
{
|
||
|
V2P result;
|
||
|
|
||
|
SkinVc(vertex, 4);
|
||
|
|
||
|
float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz;
|
||
|
|
||
|
// set output data
|
||
|
result.pos = mul(vertex.pos, LocalToProjected4x4);
|
||
|
result.diffuse = vertex.color * MaterialDiffuse;
|
||
|
result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy;
|
||
|
result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4);
|
||
|
result.worldPos = wp;
|
||
|
result.toEye = EyePosition - wp;
|
||
|
result.tangent = vertex.tangent;
|
||
|
result.normal = vertex.normal;
|
||
|
|
||
|
return result;
|
||
|
}
|