CodeWalker/CodeWalker.Shaders/BasicVS_PBBNCCT.hlsl

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#include "BasicVS.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float4 BlendWeights : BLENDWEIGHTS;
float4 BlendIndices : BLENDINDICES;
float3 Normal : NORMAL;
float4 Colour0 : COLOR0;
float4 Colour1 : COLOR1;
float2 Texcoord0 : TEXCOORD0;
};
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
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float3 bpos, bnorm, btang;
BoneTransform(input.BlendWeights, input.BlendIndices, input.Position.xyz, input.Normal, float3(0, 1, 0), bpos, bnorm, btang);
float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour1.xyz, iid);
float4 cpos = ScreenTransform(opos);
float3 onorm = NormalTransform(bnorm);
float3 otang = 0.5; // NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type...
float4 tnt = ColourTint(input.Colour0.b, input.Colour1.b, iid); //colour tinting if enabled
float4 lightspacepos;
float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
output.LightShadow = lightspacepos;
output.Shadows = float4(shadowdepth, 0, 0, 0);
output.Position = cpos;
output.CamRelPos = opos;
output.Normal = onorm;
output.Texcoord0 = GlobalUVAnim(input.Texcoord0);
output.Texcoord1 = 0.5; // input.Texcoord;
output.Texcoord2 = 0.5; // input.Texcoord;
output.Colour0 = input.Colour0;
output.Colour1 = input.Colour1;
output.Tint = tnt;
output.Tangent = float4(otang, 1);
output.Bitangent = float4(cross(otang, onorm), 0);
return output;
}