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- #include "$ENGINE$\GBuffer.bslinc"
- #include "$ENGINE$\PerCameraData.bslinc"
- #include "$ENGINE$\PerObjectData.bslinc"
- Technique =
- {
- Language = "HLSL11";
-
- Pass =
- {
- Common =
- {
- struct VStoFS
- {
- float4 position : SV_Position;
- float2 uv0 : TEXCOORD0;
-
- float3 worldPosition : POSITION;
- float3 tangentToWorldZ : NORMAL;
- float4 tangentToWorldX : TANGENT;
- };
- };
- Vertex =
- {
- struct VertexInput
- {
- float3 position : POSITION;
- float3 normal : NORMAL;
- float4 tangent : TANGENT;
- float2 uv0 : TEXCOORD0;
- };
-
- float3x3 getTangentToObject(VertexInput input, out float tangentSign)
- {
- float3x3 output;
-
- float3 normal = input.normal;
- float4 tangent = input.tangent;
- float3 bitangent = cross(normal, tangent.xyz) * tangent.w;
- tangentSign = tangent.w * gWorldDeterminantSign;
-
- // Note: Maybe it's better to store everything in row vector format?
- output[0][0] = tangent.x;
- output[1][0] = tangent.y;
- output[2][0] = tangent.z;
-
- output[0][1] = bitangent.x;
- output[1][1] = bitangent.y;
- output[2][1] = bitangent.z;
-
- output[0][2] = normal.x;
- output[1][2] = normal.y;
- output[2][2] = normal.z;
-
- return output;
- }
- VStoFS main(VertexInput input)
- {
- VStoFS output;
-
- float4 worldPosition = mul(gMatWorld, float4(input.position, 1));
-
- output.position = mul(gMatViewProj, worldPosition);
- output.worldPosition = worldPosition.xyz;
- output.uv0 = input.uv0;
-
- float tangentSign;
- float3x3 tangentToWorld = mul((float3x3)gMatWorldNoScale, getTangentToObject(input, tangentSign));
- output.tangentToWorldZ = float3(tangentToWorld._m02_m12_m22); // Normal basis vector
- output.tangentToWorldX = float4(tangentToWorld._m00_m10_m20, tangentSign); // Tangent basis vector
-
- return output;
- }
- };
-
- Fragment =
- {
- float3 calcWorldNormal(VStoFS input, float3 surfaceNormal)
- {
- float3 tangentToWorldX = input.tangentToWorldX.xyz;
- float3 tangentToWorldZ = input.tangentToWorldZ;
- float3 tangentToWorldY = cross(tangentToWorldZ, tangentToWorldX) * input.tangentToWorldX.w;
-
- float3x3 tangentToWorld = float3x3(tangentToWorldX, tangentToWorldY, tangentToWorldZ);
-
- // Multiplication order flipped because we stored basis vectors as rows
- return normalize(mul(surfaceNormal, tangentToWorld));
- }
- };
- };
- };
- Technique =
- {
- Language = "GLSL";
-
- Pass =
- {
- Common =
- {
- varying vec4 position;
- varying vec2 uv0;
- varying vec3 worldPosition;
- varying vec3 tangentToWorldZ;
- varying vec4 tangentToWorldX;
- };
-
- Vertex =
- {
- in vec3 bs_position;
- in vec3 bs_normal;
- in vec4 bs_tangent;
- in vec2 bs_texcoord0;
-
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- void getTangentToObject(vec3 normal, vec4 tangent, out float tangentSign, out mat3 tangentToObject)
- {
- vec3 bitangent = cross(normal, tangent.xyz) * tangent.w;
- tangentSign = tangent.w * gWorldDeterminantSign;
-
- tangentToObject[0] = tangent.xyz;
- tangentToObject[1] = bitangent;
- tangentToObject[2] = normal;
- }
- void main()
- {
- vec4 worldPos = gMatWorld * vec4(bs_position, 1);
-
- position = gMatViewProj * worldPos;
- worldPosition = worldPos.xyz;
- uv0 = bs_texcoord0;
-
- float tangentSign;
- mat3 tangentToObject;
- getTangentToObject(bs_normal, bs_tangent, tangentSign, tangentToObject);
-
- mat3 tangentToWorld = mat3(gMatWorldNoScale) * tangentToObject;
- tangentToWorldZ = tangentToWorld[2]; // Normal basis vector
- tangentToWorldX = vec4(tangentToWorld[0].xyz, tangentSign); // Tangent basis vector
-
- gl_Position = position;
- }
- };
-
- Fragment =
- {
- vec3 calcWorldNormal(vec3 normal, vec4 tangent, vec3 surfaceNormal)
- {
- vec3 tangentToWorldX = tangent.xyz;
- vec3 tangentToWorldZ = normal;
- vec3 tangentToWorldY = cross(tangentToWorldZ, tangentToWorldX) * tangent.w;
-
- mat3 tangentToWorld = mat3(tangentToWorldX, tangentToWorldY, tangentToWorldZ);
- return normalize(tangentToWorld * surfaceNormal);
- }
- };
- };
- };
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