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GiantsTools/Sdk/External/DirectXTK/Src/Shaders/DGSLEffect.fx
2021-01-23 15:40:09 -08:00

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;
}