blob: d2fa9e5c570e663fe55fcc6ac7dbd747470a4391 (
plain) (
blame)
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
|
#include "shaderCommon.h"
cbuffer constBuf : register(b0)
{
MeshShaderConst gParams;
};
MeshVertexOut meshVS(MeshVertexIn input)
{
const float4x4 modelViewProjectionMatrix = gParams.modelViewProjection;
const float4x4 modelViewMatrix = gParams.modelView;
const float4x4 objectTransform = gParams.objectTransform;
const float4x4 lightTransform = gParams.lightTransform;
float3 n = normalize(mul(objectTransform, float4(input.normal, 0.0)).xyz);
float3 p = mul(objectTransform, float4(input.position.xyz, 1.0)).xyz;
// calculate window-space point size
MeshVertexOut output;
output.position = mul(modelViewProjectionMatrix, float4(p + gParams.expand * n, 1.0));
output.worldNormal = n;
output.lightOffsetPosition = mul(lightTransform, float4(p + n * gParams.bias, 1.0));
output.viewLightDir = mul(modelViewMatrix, float4(gParams.lightDir, 0.0));
output.worldPosition = p;
if (gParams.colorArray)
output.color = input.color;
else
output.color = gParams.color;
output.texCoord = float2(input.texCoord.x, 1.0f - input.texCoord.y); // flip the y component of uv (glsl to hlsl conversion)
output.secondaryColor = gParams.secondaryColor;
output.viewPosition = mul(modelViewMatrix, float4(input.position.xyz, 1.0));
return output;
}
|