NormalVertexInput.bslinc 3.2 KB

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  1. #ifdef USE_BLEND_SHAPES
  2. mixin MorphVertexInput
  3. #else
  4. mixin NormalVertexInput
  5. #endif
  6. {
  7. code
  8. {
  9. struct VStoFS
  10. {
  11. float4 position : SV_Position;
  12. float2 uv0 : TEXCOORD0;
  13. float3 worldPosition : TEXCOORD1;
  14. float3 tangentToWorldZ : NORMAL; // Note: Half-precision could be used
  15. float4 tangentToWorldX : TANGENT; // Note: Half-precision could be used
  16. };
  17. struct VertexInput
  18. {
  19. float3 position : POSITION;
  20. float3 normal : NORMAL; // Note: Half-precision could be used
  21. float4 tangent : TANGENT; // Note: Half-precision could be used
  22. float2 uv0 : TEXCOORD0;
  23. #ifdef USE_BLEND_SHAPES
  24. float3 deltaPosition : POSITION1;
  25. float4 deltaNormal : NORMAL1;
  26. #endif
  27. };
  28. // Vertex input containing only position data
  29. struct VertexInput_PO
  30. {
  31. float3 position : POSITION;
  32. #ifdef USE_BLEND_SHAPES
  33. float3 deltaPosition : POSITION1;
  34. #endif
  35. };
  36. struct VertexIntermediate
  37. {
  38. float3 worldNormal; // Note: Half-precision could be used
  39. float4 worldTangent; // Note: Half-precision could be used
  40. float tangentSign;
  41. };
  42. float3x3 getTangentToLocal(VertexInput input, out float tangentSign)
  43. {
  44. float3 normal = input.normal * 2.0f - 1.0f;
  45. float3 tangent = input.tangent.xyz * 2.0f - 1.0f;
  46. #ifdef USE_BLEND_SHAPES
  47. float3 deltaNormal = (input.deltaNormal.xyz * 2.0f - 1.0f) * 2.0f;
  48. normal = normalize(normal + deltaNormal * input.deltaNormal.w);
  49. tangent = normalize(tangent - dot(tangent, normal) * normal);
  50. #endif
  51. float3 bitangent = cross(normal, tangent) * input.tangent.w;
  52. tangentSign = input.tangent.w * gWorldDeterminantSign;
  53. // Note: Maybe it's better to store everything in row vector format?
  54. float3x3 result = float3x3(tangent, bitangent, normal);
  55. result = transpose(result);
  56. return result;
  57. }
  58. VertexIntermediate getVertexIntermediate(VertexInput input)
  59. {
  60. VertexIntermediate result;
  61. float tangentSign;
  62. float3x3 tangentToLocal = getTangentToLocal(input, tangentSign);
  63. float3x3 tangentToWorld = mul((float3x3)gMatWorldNoScale, tangentToLocal);
  64. // Note: Consider transposing these externally, for easier reads
  65. result.worldNormal = float3(tangentToWorld[0][2], tangentToWorld[1][2], tangentToWorld[2][2]); // Normal basis vector
  66. result.worldTangent = float4(tangentToWorld[0][0], tangentToWorld[1][0], tangentToWorld[2][0], tangentSign); // Tangent basis vector
  67. return result;
  68. }
  69. float4 getVertexWorldPosition(VertexInput input, VertexIntermediate intermediate)
  70. {
  71. #ifdef USE_BLEND_SHAPES
  72. float4 position = float4(input.position + input.deltaPosition, 1.0f);
  73. #else
  74. float4 position = float4(input.position, 1.0f);
  75. #endif
  76. return mul(gMatWorld, position);
  77. }
  78. float4 getVertexWorldPosition(VertexInput_PO input)
  79. {
  80. #ifdef USE_BLEND_SHAPES
  81. float4 position = float4(input.position + input.deltaPosition, 1.0f);
  82. #else
  83. float4 position = float4(input.position, 1.0f);
  84. #endif
  85. return mul(gMatWorld, position);
  86. }
  87. void populateVertexOutput(VertexInput input, VertexIntermediate intermediate, inout VStoFS result)
  88. {
  89. result.uv0 = input.uv0;
  90. result.tangentToWorldZ = intermediate.worldNormal;
  91. result.tangentToWorldX = intermediate.worldTangent;
  92. }
  93. };
  94. };