NormalVertexInput.bslinc 2.9 KB

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