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- #ifdef USE_BLEND_SHAPES
- mixin MorphVertexInput
- #else
- mixin NormalVertexInput
- #endif
- {
- code
- {
- struct VStoFS
- {
- float4 position : SV_Position;
- float2 uv0 : TEXCOORD0;
- float3 worldPosition : TEXCOORD1;
-
- float3 tangentToWorldZ : NORMAL; // Note: Half-precision could be used
- float4 tangentToWorldX : TANGENT; // Note: Half-precision could be used
- };
- struct VertexInput
- {
- float3 position : POSITION;
- float3 normal : NORMAL; // Note: Half-precision could be used
- float4 tangent : TANGENT; // Note: Half-precision could be used
- float2 uv0 : TEXCOORD0;
-
- #ifdef USE_BLEND_SHAPES
- float3 deltaPosition : POSITION1;
- float4 deltaNormal : NORMAL1;
- #endif
- };
-
- // Vertex input containing only position data
- struct VertexInput_PO
- {
- float3 position : POSITION;
-
- #ifdef USE_BLEND_SHAPES
- float3 deltaPosition : POSITION1;
- #endif
- };
-
- struct VertexIntermediate
- {
- float3 worldNormal; // Note: Half-precision could be used
- float4 worldTangent; // Note: Half-precision could be used
-
- float tangentSign;
- };
-
- float3x3 getTangentToLocal(VertexInput input, out float tangentSign)
- {
- float3 normal = input.normal * 2.0f - 1.0f;
- float3 tangent = input.tangent.xyz * 2.0f - 1.0f;
-
- #ifdef USE_BLEND_SHAPES
- float3 deltaNormal = (input.deltaNormal.xyz * 2.0f - 1.0f) * 2.0f;
- normal = normalize(normal + deltaNormal * input.deltaNormal.w);
- tangent = normalize(tangent - dot(tangent, normal) * normal);
- #endif
-
- float3 bitangent = cross(normal, tangent) * input.tangent.w;
- tangentSign = input.tangent.w * gWorldDeterminantSign;
-
- // Note: Maybe it's better to store everything in row vector format?
- float3x3 result = float3x3(tangent, bitangent, normal);
- result = transpose(result);
-
- return result;
- }
-
- VertexIntermediate getVertexIntermediate(VertexInput input)
- {
- VertexIntermediate result;
-
- float tangentSign;
- float3x3 tangentToLocal = getTangentToLocal(input, tangentSign);
- float3x3 tangentToWorld = mul((float3x3)gMatWorldNoScale, tangentToLocal);
-
- // Note: Consider transposing these externally, for easier reads
- result.worldNormal = float3(tangentToWorld[0][2], tangentToWorld[1][2], tangentToWorld[2][2]); // Normal basis vector
- result.worldTangent = float4(tangentToWorld[0][0], tangentToWorld[1][0], tangentToWorld[2][0], tangentSign); // Tangent basis vector
-
- return result;
- }
-
- float4 getVertexWorldPosition(VertexInput input, VertexIntermediate intermediate)
- {
- #ifdef USE_BLEND_SHAPES
- float4 position = float4(input.position + input.deltaPosition, 1.0f);
- #else
- float4 position = float4(input.position, 1.0f);
- #endif
-
- return mul(gMatWorld, position);
- }
-
- float4 getVertexWorldPosition(VertexInput_PO input)
- {
- #ifdef USE_BLEND_SHAPES
- float4 position = float4(input.position + input.deltaPosition, 1.0f);
- #else
- float4 position = float4(input.position, 1.0f);
- #endif
-
- return mul(gMatWorld, position);
- }
-
- void populateVertexOutput(VertexInput input, VertexIntermediate intermediate, inout VStoFS result)
- {
- result.uv0 = input.uv0;
-
- result.tangentToWorldZ = intermediate.worldNormal;
- result.tangentToWorldX = intermediate.worldTangent;
- }
- };
- };
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