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path: root/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);
}