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NormalVertexInput.bslinc 3.6 KB

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  1. Technique =
  2. {
  3. Language = "HLSL11";
  4. Pass =
  5. {
  6. Common =
  7. {
  8. struct VStoFS
  9. {
  10. float4 position : SV_Position;
  11. float2 uv0 : TEXCOORD0;
  12. float3 tangentToWorldZ : NORMAL; // Note: Half-precision could be used
  13. float4 tangentToWorldX : TANGENT; // Note: Half-precision could be used
  14. };
  15. };
  16. Vertex =
  17. {
  18. struct VertexInput
  19. {
  20. float3 position : POSITION;
  21. float3 normal : NORMAL; // Note: Half-precision could be used
  22. float4 tangent : TANGENT; // Note: Half-precision could be used
  23. float2 uv0 : TEXCOORD0;
  24. };
  25. struct VertexIntermediate
  26. {
  27. float3 worldNormal; // Note: Half-precision could be used
  28. float4 worldTangent; // Note: Half-precision could be used
  29. float tangentSign;
  30. };
  31. float3x3 getTangentToLocal(VertexInput input, out float tangentSign)
  32. {
  33. float3 normal = input.normal;
  34. float4 tangent = input.tangent;
  35. float3 bitangent = cross(normal, tangent.xyz) * tangent.w;
  36. tangentSign = tangent.w * gWorldDeterminantSign;
  37. // Note: Maybe it's better to store everything in row vector format?
  38. float3x3 result = float3x3(tangent.xyz, bitangent, normal);
  39. result = transpose(result);
  40. return result;
  41. }
  42. VertexIntermediate getVertexIntermediate(VertexInput input)
  43. {
  44. VertexIntermediate result;
  45. float tangentSign;
  46. float3x3 tangentToLocal = getTangentToLocal(input, tangentSign);
  47. float3x3 tangentToWorld = mul((float3x3)gMatWorldNoScale, tangentToLocal);
  48. result.worldNormal = float3(tangentToWorld._m02_m12_m22); // Normal basis vector
  49. result.worldTangent = float4(tangentToWorld._m00_m10_m20, tangentSign); // Tangent basis vector
  50. return result;
  51. }
  52. float4 getVertexWorldPosition(VertexInput input, VertexIntermediate intermediate)
  53. {
  54. return mul(gMatWorld, float4(input.position, 1));
  55. }
  56. void populateVertexOutput(VertexInput input, VertexIntermediate intermediate, inout VStoFS result)
  57. {
  58. result.uv0 = input.uv0;
  59. result.tangentToWorldZ = intermediate.worldNormal;
  60. result.tangentToWorldX = intermediate.worldTangent;
  61. }
  62. };
  63. };
  64. };
  65. Technique =
  66. {
  67. Language = "GLSL";
  68. Pass =
  69. {
  70. Common =
  71. {
  72. varying vec2 uv0;
  73. varying vec3 tangentToWorldZ;
  74. varying vec4 tangentToWorldX;
  75. };
  76. Vertex =
  77. {
  78. in vec3 bs_position;
  79. in vec3 bs_normal;
  80. in vec4 bs_tangent;
  81. in vec2 bs_texcoord0;
  82. struct VertexIntermediate
  83. {
  84. vec3 worldNormal;
  85. vec4 worldTangent;
  86. };
  87. out gl_PerVertex
  88. {
  89. vec4 gl_Position;
  90. };
  91. void getTangentToLocal(vec3 normal, vec4 tangent, out float tangentSign, out mat3 tangentToLocal)
  92. {
  93. vec3 bitangent = cross(normal, tangent.xyz) * tangent.w;
  94. tangentSign = tangent.w * gWorldDeterminantSign;
  95. tangentToLocal[0] = tangent.xyz;
  96. tangentToLocal[1] = bitangent;
  97. tangentToLocal[2] = normal;
  98. }
  99. void getVertexWorldPosition(VertexIntermediate intermediate, out vec4 result)
  100. {
  101. float tangentSign;
  102. mat3 tangentToLocal;
  103. getTangentToLocal(bs_normal, bs_tangent, tangentSign, tangentToLocal);
  104. mat3 tangentToWorld = mat3(gMatWorldNoScale) * tangentToLocal;
  105. result.worldNormal = tangentToWorld[2]; // Normal basis vector
  106. result.worldTangent = vec4(tangentToWorld[0].xyz, tangentSign); // Tangent basis vector
  107. }
  108. void getVertexWorldPosition(out vec4 result)
  109. {
  110. result = gMatWorld * vec4(bs_position, 1);
  111. }
  112. void populateVertexOutput(VertexIntermediate intermediate)
  113. {
  114. uv0 = bs_texcoord0;
  115. tangentToWorldZ = intermediate.worldNormal;
  116. tangentToWorldX = intermediate.worldTangent;
  117. }
  118. };
  119. };
  120. };