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authorBryan Galdrikian <[email protected]>2017-02-24 09:32:20 -0800
committerBryan Galdrikian <[email protected]>2017-02-24 09:32:20 -0800
commite1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch)
tree9f0cfce09c71a2c27ff19589fcad6cd83504477c /samples/resources/shaders/model_skinned.hlsl
parentfirst commit (diff)
downloadblast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.tar.xz
blast-e1bf674c16e3c8472b29574159c789cd3f0c64e0.zip
Updating to [email protected] and [email protected] with a new directory structure.
NvBlast folder is gone, files have been moved to top level directory. README is changed to reflect this.
Diffstat (limited to 'samples/resources/shaders/model_skinned.hlsl')
-rw-r--r--samples/resources/shaders/model_skinned.hlsl54
1 files changed, 54 insertions, 0 deletions
diff --git a/samples/resources/shaders/model_skinned.hlsl b/samples/resources/shaders/model_skinned.hlsl
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+++ b/samples/resources/shaders/model_skinned.hlsl
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+#include "common_buffers.hlsl"
+#include "lighting.hlsl"
+
+SamplerState defaultSampler : register(s0);
+Texture2D diffuseTexture : register(t0);
+Texture2D bonesTexture : register(t1);
+
+struct VS_INPUT
+{
+ float3 position : POSITION0;
+ float3 normal : NORMAL0;
+ float2 uv : TEXCOORD0;
+ uint boneIndex : TEXCOORD1;
+};
+
+struct VS_OUTPUT
+{
+ float4 position : SV_POSITION;
+ float4 worldPos : POSITION0;
+ float2 uv : TEXCOORD0;
+ float3 normal : NORMAL0;
+};
+
+VS_OUTPUT VS(VS_INPUT iV)
+{
+ VS_OUTPUT oV;
+
+ float4x4 boneMatrix;
+ boneMatrix[0] = bonesTexture.Load(int3(0, iV.boneIndex, 0));
+ boneMatrix[1] = bonesTexture.Load(int3(1, iV.boneIndex, 0));
+ boneMatrix[2] = bonesTexture.Load(int3(2, iV.boneIndex, 0));
+ boneMatrix[3] = bonesTexture.Load(int3(3, iV.boneIndex, 0));
+
+ float3 skinnedPos = mul(float4(iV.position, 1.0f), boneMatrix);
+ float4 worldSpacePos = mul(float4(skinnedPos, 1.0f), model);
+ oV.position = mul(worldSpacePos, viewProjection);
+
+ oV.worldPos = worldSpacePos;
+
+ // normals
+ float3 localNormal = mul(float4(iV.normal, 0.0f), boneMatrix);
+ float3 worldNormal = mul(float4(localNormal, 0.0f), model);
+ oV.normal = worldNormal;
+
+ oV.uv = iV.uv;
+
+ return oV;
+}
+
+float4 PS(VS_OUTPUT iV) : SV_Target0
+{
+ float3 lightColor = CalcPixelLight(defaultColor.xyz, iV.worldPos.xyz, iV.normal);
+ return float4(lightColor, 1);
+} \ No newline at end of file