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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/samples_v2/SampleBase/shaders/destruction_asset.hlsl | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'APEX_1.4/samples_v2/SampleBase/shaders/destruction_asset.hlsl')
| -rw-r--r-- | APEX_1.4/samples_v2/SampleBase/shaders/destruction_asset.hlsl | 56 |
1 files changed, 56 insertions, 0 deletions
diff --git a/APEX_1.4/samples_v2/SampleBase/shaders/destruction_asset.hlsl b/APEX_1.4/samples_v2/SampleBase/shaders/destruction_asset.hlsl new file mode 100644 index 00000000..bb2ed1c1 --- /dev/null +++ b/APEX_1.4/samples_v2/SampleBase/shaders/destruction_asset.hlsl @@ -0,0 +1,56 @@ +#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; + int boneIndex : TEXCOORD5; +}; + +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); + float4 eyeSpacePos = mul(worldSpacePos, view); + oV.position = mul(eyeSpacePos, projection); + + 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 CalcPixelLight(textureColor, iV.worldPos, iV.normal); +}
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