1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
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
{
float4 textureColor = diffuseTexture.Sample(defaultSampler, iV.uv);
return float4(CalcPixelLight(textureColor, iV.worldPos, iV.normal), 1);
}
|