diff options
Diffstat (limited to 'samples/resources/shaders/model_skinned.hlsl')
| -rwxr-xr-x[-rw-r--r--] | samples/resources/shaders/model_skinned.hlsl | 106 |
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 |