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path: root/samples/resources/shaders/model_skinned.hlsl
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Diffstat (limited to 'samples/resources/shaders/model_skinned.hlsl')
-rwxr-xr-x[-rw-r--r--]samples/resources/shaders/model_skinned.hlsl106
1 files changed, 53 insertions, 53 deletions
diff --git a/samples/resources/shaders/model_skinned.hlsl b/samples/resources/shaders/model_skinned.hlsl
index 1e26c95..2ae7695 100644..100755
--- a/samples/resources/shaders/model_skinned.hlsl
+++ b/samples/resources/shaders/model_skinned.hlsl
@@ -1,54 +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);
+#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