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- Parameters =
- {
- StructBuffer boneMatrices : auto("BoneMatrices");
- };
- Technique
- #ifdef USE_BLEND_SHAPES
- : base("SkinnedMorphVertexInput") =
- #else
- : base("SkinnedVertexInput") =
- #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 =
- {
- StructuredBuffer<float4> boneMatrices;
-
- 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;
- uint4 blendIndices : BLENDINDICES;
- float4 blendWeights : BLENDWEIGHT;
-
- #ifdef USE_BLEND_SHAPES
- float3 deltaPosition : POSITION1;
- float4 deltaNormal : NORMAL1;
- #endif
- };
-
- struct VertexIntermediate
- {
- float3x4 blendMatrix;
-
- float3 worldNormal; // Note: Half-precision could be used
- float4 worldTangent; // Note: Half-precision could be used
- };
-
- float3x4 getBoneMatrix(uint idx)
- {
- float4 row0 = boneMatrices[idx * 3 + 0];
- float4 row1 = boneMatrices[idx * 3 + 1];
- float4 row2 = boneMatrices[idx * 3 + 2];
-
- return float3x4(row0, row1, row2);
- }
-
- float3x4 getBlendMatrix(VertexInput input)
- {
- float3x4 result = input.blendWeights.x * getBoneMatrix(input.blendIndices.x);
- result += input.blendWeights.y * getBoneMatrix(input.blendIndices.y);
- result += input.blendWeights.z * getBoneMatrix(input.blendIndices.z);
- result += input.blendWeights.w * getBoneMatrix(input.blendIndices.w);
-
- return result;
- }
-
- float3x3 getSkinnedTangentToLocal(VertexInput input, float3x4 blendMatrix, out float tangentSign)
- {
- tangentSign = input.tangent.w * 2.0f - 1.0f;
-
- 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
-
- normal = mul(blendMatrix, float4(normal, 0.0f)).xyz;
- tangent = mul(blendMatrix, float4(tangent, 0.0f)).xyz;
-
- float3 bitangent = cross(normal, tangent) * tangentSign;
- tangentSign *= gWorldDeterminantSign;
-
- float3x3 result = float3x3(tangent, bitangent, normal);
- result = transpose(result);
-
- return result;
- }
-
- VertexIntermediate getVertexIntermediate(VertexInput input)
- {
- VertexIntermediate result;
-
- result.blendMatrix = getBlendMatrix(input);
-
- float tangentSign;
- float3x3 tangentToLocal = getSkinnedTangentToLocal(input, result.blendMatrix, 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
-
- position = float4(mul(intermediate.blendMatrix, position), 1.0f);
- 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("SkinnedMorphVertexInput") =
- #else
- : base("SkinnedVertexInput") =
- #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;
-
- in uvec4 bs_blendindices;
- in vec4 bs_blendweights;
-
- #ifdef USE_BLEND_SHAPES
- in vec3 bs_position1;
- in vec4 bs_normal1;
- #endif
-
- uniform samplerBuffer boneMatrices;
-
- struct VertexIntermediate
- {
- mat4x3 blendMatrix;
-
- vec3 worldNormal;
- vec4 worldTangent;
- };
-
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- void getBoneMatrix(uint idx, out mat4x3 result)
- {
- mat3x4 temp;
-
- temp[0] = texelFetch(boneMatrices, idx * 3 + 0);
- temp[1] = texelFetch(boneMatrices, idx * 3 + 1);
- temp[2] = texelFetch(boneMatrices, idx * 3 + 2);
-
- result = transpose(temp);
- }
-
- void getBlendMatrix(out mat4x3 result)
- {
- mat4x3 boneMatrix;
-
- getBoneMatrix(bs_blendindices.x, out boneMatrix);
- result = bs_blendweights.x * boneMatrix;
-
- getBoneMatrix(bs_blendindices.y, out boneMatrix);
- result += bs_blendweights.y * boneMatrix;
-
- getBoneMatrix(bs_blendindices.z, out boneMatrix);
- result += bs_blendweights.z * boneMatrix;
-
- getBoneMatrix(bs_blendindices.w, out boneMatrix);
- result += bs_blendweights.w * boneMatrix;
- }
-
- void getSkinnedTangentToLocal(mat4x3 blendMatrix, out float tangentSign, out mat3x3 tangentToLocal)
- {
- tangentSign = bs_tangent.w * 2.0f - 1.0f;
-
- 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
-
- normal = (blendMatrix * vec4(normal, 0.0f)).xyz;
- tangent = (blendMatrix * vec4(tangent, 0.0f)).xyz;
-
- vec3 bitangent = cross(normal, tangent) * tangentSign;
- tangentSign *= gWorldDeterminantSign;
-
- tangentToLocal[0] = tangent.xyz;
- tangentToLocal[1] = bitangent;
- tangentToLocal[2] = normal;
- }
-
- void getVertexIntermediate(out VertexIntermediate result)
- {
- getBlendMatrix(result.blendMatrix);
-
- float tangentSign;
- mat3 tangentToLocal;
- getSkinnedTangentToLocal(tangentSign, tangentToLocal);
-
- mat3 tangentToWorld = mat3(gMatWorldNoScale) * tangentToLocal;
- result.worldNormal = tangentToWorld[2]; // Normal basis vector
- result.worldTangent = vec4(tangentToWorld[0].xyz, tangentSign); // Tangent basis vector
- }
-
- void getVertexWorldPosition(VertexIntermediate intermediate, 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
-
- position = vec4(intermediate.blendMatrix * position, 1.0f);
- result = gMatWorld * position;
- }
-
- void populateVertexOutput(VertexIntermediate intermediate)
- {
- uv0 = bs_texcoord0;
-
- tangentToWorldZ = intermediate.worldNormal;
- tangentToWorldX = intermediate.worldTangent;
- }
- };
- };
- };
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