// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #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); }