NormalVertexInput.bslinc 4.9 KB

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  1. Technique
  2. #ifdef USE_BLEND_SHAPES
  3. : base("MorphVertexInput") =
  4. #else
  5. : base("NormalVertexInput") =
  6. #endif
  7. {
  8. Language = "HLSL11";
  9. Pass =
  10. {
  11. Common =
  12. {
  13. struct VStoFS
  14. {
  15. float4 position : SV_Position;
  16. float2 uv0 : TEXCOORD0;
  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. result.worldNormal = float3(tangentToWorld._m02_m12_m22); // Normal basis vector
  63. result.worldTangent = float4(tangentToWorld._m00_m10_m20, tangentSign); // Tangent basis vector
  64. return result;
  65. }
  66. float4 getVertexWorldPosition(VertexInput input, VertexIntermediate intermediate)
  67. {
  68. #ifdef USE_BLEND_SHAPES
  69. float4 position = float4(input.position + input.deltaPosition, 1.0f);
  70. #else
  71. float4 position = float4(input.position, 1.0f);
  72. #endif
  73. return mul(gMatWorld, position);
  74. }
  75. void populateVertexOutput(VertexInput input, VertexIntermediate intermediate, inout VStoFS result)
  76. {
  77. result.uv0 = input.uv0;
  78. result.tangentToWorldZ = intermediate.worldNormal;
  79. result.tangentToWorldX = intermediate.worldTangent;
  80. }
  81. };
  82. };
  83. };
  84. Technique
  85. #ifdef USE_BLEND_SHAPES
  86. : base("MorphVertexInput") =
  87. #else
  88. : base("NormalVertexInput") =
  89. #endif
  90. {
  91. Language = "GLSL";
  92. Pass =
  93. {
  94. Common =
  95. {
  96. varying vec2 uv0;
  97. varying vec3 tangentToWorldZ;
  98. varying vec4 tangentToWorldX;
  99. };
  100. Vertex =
  101. {
  102. in vec3 bs_position;
  103. in vec3 bs_normal;
  104. in vec4 bs_tangent;
  105. in vec2 bs_texcoord0;
  106. #ifdef USE_BLEND_SHAPES
  107. in vec3 bs_position1;
  108. in vec4 bs_normal1;
  109. #endif
  110. struct VertexIntermediate
  111. {
  112. vec3 worldNormal;
  113. vec4 worldTangent;
  114. };
  115. out gl_PerVertex
  116. {
  117. vec4 gl_Position;
  118. };
  119. void getTangentToLocal(vec3 normal, vec3 tangent, float tangentSign, out mat3 tangentToLocal)
  120. {
  121. vec3 bitangent = cross(normal, tangent) * tangentSign;
  122. tangentToLocal[0] = tangent;
  123. tangentToLocal[1] = bitangent;
  124. tangentToLocal[2] = normal;
  125. }
  126. void getVertexIntermediate(out VertexIntermediate result)
  127. {
  128. vec3 normal = bs_normal * 2.0f - 1.0f;
  129. vec3 tangent = bs_tangent.xyz * 2.0f - 1.0f;
  130. #ifdef USE_BLEND_SHAPES
  131. vec3 deltaNormal = (bs_normal1.xyz * 2.0f - 1.0f) * 2.0f;
  132. normal = normalize(normal + deltaNormal * bs_normal1.w);
  133. tangent = normalize(tangent - dot(tangent, normal) * normal);
  134. #endif
  135. float tangentSign = bs_tangent.w;
  136. mat3 tangentToLocal;
  137. getTangentToLocal(normal, tangent, tangentSign, tangentToLocal);
  138. tangentSign *= gWorldDeterminantSign;
  139. mat3 tangentToWorld = mat3(gMatWorldNoScale) * tangentToLocal;
  140. result.worldNormal = tangentToWorld[2]; // Normal basis vector
  141. result.worldTangent = vec4(tangentToWorld[0].xyz, tangentSign); // Tangent basis vector
  142. }
  143. void getVertexWorldPosition(VertexIntermediate intermediate, out vec4 result)
  144. {
  145. #ifdef USE_BLEND_SHAPES
  146. vec4 position = vec4(bs_position + bs_position1, 1.0f);
  147. #else
  148. vec4 position = vec4(bs_position, 1.0f);
  149. #endif
  150. result = gMatWorld * position;
  151. }
  152. void populateVertexOutput(VertexIntermediate intermediate)
  153. {
  154. uv0 = bs_texcoord0;
  155. tangentToWorldZ = intermediate.worldNormal;
  156. tangentToWorldX = intermediate.worldTangent;
  157. }
  158. };
  159. };
  160. };