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- Technique
- #ifdef USE_BLEND_SHAPES
- : base("MorphVertexInput") =
- #else
- : base("NormalVertexInput") =
- #endif
- {
- Language = "HLSL11";
-
- Pass =
- {
- Common =
- {
- struct VStoFS
- {
- float4 position : SV_Position;
- float2 uv0 : TEXCOORD0;
-
- float3 tangentToWorldZ : NORMAL; // Note: Half-precision could be used
- float4 tangentToWorldX : TANGENT; // Note: Half-precision could be used
- };
- };
- Vertex =
- {
- 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
- };
-
- 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);
-
- result.worldNormal = float3(tangentToWorld._m02_m12_m22); // Normal basis vector
- result.worldTangent = float4(tangentToWorld._m00_m10_m20, 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);
- }
-
- void populateVertexOutput(VertexInput input, VertexIntermediate intermediate, inout VStoFS result)
- {
- result.uv0 = input.uv0;
-
- result.tangentToWorldZ = intermediate.worldNormal;
- result.tangentToWorldX = intermediate.worldTangent;
- }
- };
- };
- };
- Technique
- #ifdef USE_BLEND_SHAPES
- : base("MorphVertexInput") =
- #else
- : base("NormalVertexInput") =
- #endif
- {
- Language = "GLSL";
-
- Pass =
- {
- Common =
- {
- varying vec2 uv0;
- varying vec3 tangentToWorldZ;
- varying vec4 tangentToWorldX;
- };
-
- Vertex =
- {
- in vec3 bs_position;
- in vec3 bs_normal;
- in vec4 bs_tangent;
- in vec2 bs_texcoord0;
-
- #ifdef USE_BLEND_SHAPES
- in vec3 bs_position1;
- in vec4 bs_normal1;
- #endif
-
- struct VertexIntermediate
- {
- vec3 worldNormal;
- vec4 worldTangent;
- };
-
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- void getTangentToLocal(vec3 normal, vec3 tangent, float tangentSign, out mat3 tangentToLocal)
- {
- vec3 bitangent = cross(normal, tangent) * tangentSign;
- tangentToLocal[0] = tangent;
- tangentToLocal[1] = bitangent;
- tangentToLocal[2] = normal;
- }
- void getVertexWorldPosition(VertexIntermediate intermediate, out vec4 result)
- {
- vec3 normal = bs_normal * 2.0f - 1.0f;
- vec3 tangent = bs_tangent.xyz * 2.0f - 1.0f;
-
- #ifdef USE_BLEND_SHAPES
- vec3 deltaNormal = (bs_normal1.xyz * 2.0f - 1.0f) * 2.0f;
- normal = normalize(normal + deltaNormal * bs_normal1.w);
- tangent = normalize(tangent - dot(tangent, normal) * normal);
- #endif
-
- float tangentSign = bs_tangent.w;
- mat3 tangentToLocal;
- getTangentToLocal(normal, tangent, tangentSign, tangentToLocal);
- tangentSign *= gWorldDeterminantSign;
-
- mat3 tangentToWorld = mat3(gMatWorldNoScale) * tangentToLocal;
- result.worldNormal = tangentToWorld[2]; // Normal basis vector
- result.worldTangent = vec4(tangentToWorld[0].xyz, tangentSign); // Tangent basis vector
- }
-
- void getVertexWorldPosition(out vec4 result)
- {
- #ifdef USE_BLEND_SHAPES
- vec4 position = vec4(bs_position + bs_position1, 1.0f);
- #else
- vec4 position = vec4(bs_position, 1.0f);
- #endif
-
- result = gMatWorld * position;
- }
-
- void populateVertexOutput(VertexIntermediate intermediate)
- {
- uv0 = bs_texcoord0;
-
- tangentToWorldZ = intermediate.worldNormal;
- tangentToWorldX = intermediate.worldTangent;
- }
- };
- };
- };
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