Prepass.hlsl 2.1 KB

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  1. #include "Uniforms.hlsl"
  2. #include "Samplers.hlsl"
  3. #include "Transform.hlsl"
  4. void VS(float4 iPos : POSITION,
  5. float3 iNormal : NORMAL,
  6. #ifdef NORMALMAP
  7. float4 iTangent : TANGENT0,
  8. #endif
  9. float2 iTexCoord : TEXCOORD0,
  10. #ifdef SKINNED
  11. float4 iBlendWeights : BLENDWEIGHT,
  12. int4 iBlendIndices : BLENDINDICES,
  13. #endif
  14. #ifdef INSTANCED
  15. float4x3 iModelInstance : TEXCOORD2,
  16. #endif
  17. #ifdef HWDEPTH
  18. out float2 oTexCoord : TEXCOORD0,
  19. #else
  20. out float3 oTexCoord : TEXCOORD0,
  21. #endif
  22. out float3 oNormal : TEXCOORD1,
  23. #ifdef NORMALMAP
  24. out float3 oTangent : TEXCOORD2,
  25. out float3 oBitangent : TEXCOORD3,
  26. #endif
  27. out float4 oPos : POSITION)
  28. {
  29. float4x3 modelMatrix = iModelMatrix;
  30. float3 worldPos = GetWorldPos(modelMatrix);
  31. oPos = GetClipPos(worldPos);
  32. #ifdef HWDEPTH
  33. oTexCoord = GetTexCoord(iTexCoord);
  34. #else
  35. oTexCoord = float3(GetTexCoord(iTexCoord), GetDepth(oPos));
  36. #endif
  37. oNormal = GetWorldNormal(modelMatrix);
  38. #ifdef NORMALMAP
  39. oTangent = GetWorldTangent(modelMatrix);
  40. oBitangent = cross(oTangent, oNormal) * iTangent.w;
  41. #endif
  42. }
  43. void PS(
  44. #ifdef HWDEPTH
  45. float2 iTexCoord : TEXCOORD0,
  46. #else
  47. float3 iTexCoord : TEXCOORD0,
  48. #endif
  49. float3 iNormal : TEXCOORD1,
  50. #ifdef NORMALMAP
  51. float3 iTangent : TEXCOORD2,
  52. float3 iBitangent : TEXCOORD3,
  53. #endif
  54. #ifndef HWDEPTH
  55. out float4 oDepth : COLOR1,
  56. #endif
  57. out float4 oNormal : COLOR0)
  58. {
  59. #ifdef ALPHAMASK
  60. float4 diffInput = tex2D(sDiffMap, iTexCoord.xy);
  61. if (diffInput.a < 0.5)
  62. discard;
  63. #endif
  64. #ifdef NORMALMAP
  65. float3x3 tbn = float3x3(iTangent, iBitangent, iNormal);
  66. float3 normal = mul(DecodeNormal(tex2D(sNormalMap, iTexCoord.xy)), tbn);
  67. #else
  68. float3 normal = iNormal;
  69. #endif
  70. float specPower = cMatSpecColor.a / 255.0;
  71. oNormal = float4(normal * 0.5 + 0.5, specPower);
  72. #ifndef HWDEPTH
  73. oDepth = iTexCoord.z;
  74. #endif
  75. }