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| author | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2017-02-24 09:32:20 -0800 |
| commit | e1bf674c16e3c8472b29574159c789cd3f0c64e0 (patch) | |
| tree | 9f0cfce09c71a2c27ff19589fcad6cd83504477c /samples/resources/shaders/model_skinned.hlsl | |
| parent | first commit (diff) | |
| download | blast-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.hlsl | 54 |
1 files changed, 54 insertions, 0 deletions
diff --git a/samples/resources/shaders/model_skinned.hlsl b/samples/resources/shaders/model_skinned.hlsl new file mode 100644 index 0000000..1e26c95 --- /dev/null +++ b/samples/resources/shaders/model_skinned.hlsl @@ -0,0 +1,54 @@ +#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); +}
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