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@@ -1,150 +0,0 @@
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-#ifdef USE_BLEND_SHAPES
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-mixin SkinnedMorphVertexInput
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-#else
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-mixin SkinnedVertexInput
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-#endif
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-{
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- code
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- {
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- struct VStoFS
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- {
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- float4 position : SV_Position;
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- float2 uv0 : TEXCOORD0;
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- float3 worldPosition : TEXCOORD1;
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-
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- float3 tangentToWorldZ : NORMAL; // Note: Half-precision could be used
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- float4 tangentToWorldX : TANGENT; // Note: Half-precision could be used
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- };
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-
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- Buffer<float4> boneMatrices;
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-
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- struct VertexInput
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- {
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- float3 position : POSITION;
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- float3 normal : NORMAL; // Note: Half-precision could be used
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- float4 tangent : TANGENT; // Note: Half-precision could be used
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- float2 uv0 : TEXCOORD0;
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- uint4 blendIndices : BLENDINDICES;
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- float4 blendWeights : BLENDWEIGHT;
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-
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- #ifdef USE_BLEND_SHAPES
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- float3 deltaPosition : POSITION1;
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- float4 deltaNormal : NORMAL1;
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- #endif
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- };
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-
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- // Vertex input containing only position data
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- struct VertexInput_PO
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- {
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- float3 position : POSITION;
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- uint4 blendIndices : BLENDINDICES;
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- float4 blendWeights : BLENDWEIGHT;
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-
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- #ifdef USE_BLEND_SHAPES
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- float3 deltaPosition : POSITION1;
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- #endif
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- };
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-
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- struct VertexIntermediate
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- {
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- float3x4 blendMatrix;
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-
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- float3 worldNormal; // Note: Half-precision could be used
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- float4 worldTangent; // Note: Half-precision could be used
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- };
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-
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- float3x4 getBoneMatrix(uint idx)
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- {
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- float4 row0 = boneMatrices[idx * 3 + 0];
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- float4 row1 = boneMatrices[idx * 3 + 1];
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- float4 row2 = boneMatrices[idx * 3 + 2];
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-
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- return float3x4(row0, row1, row2);
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- }
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-
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- float3x4 getBlendMatrix(float4 blendWeights, uint4 blendIndices)
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- {
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- float3x4 result = blendWeights.x * getBoneMatrix(blendIndices.x);
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- result += blendWeights.y * getBoneMatrix(blendIndices.y);
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- result += blendWeights.z * getBoneMatrix(blendIndices.z);
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- result += blendWeights.w * getBoneMatrix(blendIndices.w);
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-
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- return result;
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- }
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-
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- float3x3 getSkinnedTangentToLocal(VertexInput input, float3x4 blendMatrix, out float tangentSign)
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- {
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- tangentSign = input.tangent.w * 2.0f - 1.0f;
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-
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- float3 normal = input.normal * 2.0f - 1.0f;
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- float3 tangent = input.tangent.xyz * 2.0f - 1.0f;
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-
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- #ifdef USE_BLEND_SHAPES
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- float3 deltaNormal = (input.deltaNormal.xyz * 2.0f - 1.0f) * 2.0f;
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- normal = normalize(normal + deltaNormal * input.deltaNormal.w);
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- tangent = normalize(tangent - dot(tangent, normal) * normal);
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- #endif
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-
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- normal = mul(blendMatrix, float4(normal, 0.0f)).xyz;
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- tangent = mul(blendMatrix, float4(tangent, 0.0f)).xyz;
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-
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- float3 bitangent = cross(normal, tangent) * tangentSign;
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- tangentSign *= gWorldDeterminantSign;
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-
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- float3x3 result = float3x3(tangent, bitangent, normal);
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- result = transpose(result);
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-
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- return result;
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- }
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-
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- VertexIntermediate getVertexIntermediate(VertexInput input)
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- {
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- VertexIntermediate result;
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-
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- result.blendMatrix = getBlendMatrix(input.blendWeights, input.blendIndices);
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-
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- float tangentSign;
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- float3x3 tangentToLocal = getSkinnedTangentToLocal(input, result.blendMatrix, tangentSign);
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- float3x3 tangentToWorld = mul((float3x3)gMatWorldNoScale, tangentToLocal);
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-
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- // Note: Consider transposing these externally, for easier reads
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- result.worldNormal = float3(tangentToWorld[0][2], tangentToWorld[1][2], tangentToWorld[2][2]); // Normal basis vector
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- result.worldTangent = float4(tangentToWorld[0][0], tangentToWorld[1][0], tangentToWorld[2][0], tangentSign); // Tangent basis vector
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-
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- return result;
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- }
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-
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- float4 getVertexWorldPosition(VertexInput input, VertexIntermediate intermediate)
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- {
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- #ifdef USE_BLEND_SHAPES
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- float4 position = float4(input.position + input.deltaPosition, 1.0f);
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- #else
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- float4 position = float4(input.position, 1.0f);
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- #endif
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-
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- position = float4(mul(intermediate.blendMatrix, position), 1.0f);
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- return mul(gMatWorld, position);
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- }
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-
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- float4 getVertexWorldPosition(VertexInput_PO input)
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- {
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- #ifdef USE_BLEND_SHAPES
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- float4 position = float4(input.position + input.deltaPosition, 1.0f);
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- #else
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- float4 position = float4(input.position, 1.0f);
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- #endif
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-
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- float3x4 blendMatrix = getBlendMatrix(input.blendWeights, input.blendIndices);
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- position = float4(mul(blendMatrix, position), 1.0f);
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- return mul(gMatWorld, position);
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- }
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-
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- void populateVertexOutput(VertexInput input, VertexIntermediate intermediate, inout VStoFS result)
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- {
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- result.uv0 = input.uv0;
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-
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- result.tangentToWorldZ = intermediate.worldNormal;
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- result.tangentToWorldX = intermediate.worldTangent;
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- }
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- };
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-};
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