#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); }