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57 lines
1.7 KiB
HLSL
57 lines
1.7 KiB
HLSL
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#include "BasicVS.hlsli"
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struct VS_INPUT
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{
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float4 Position : POSITION;
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//float3 Normal : NORMAL;
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};
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struct RenderableSphere
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{
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float3 Center;
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float Radius;
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float3 Pad0;
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uint Colour;
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};
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StructuredBuffer<RenderableSphere> Spheres : register(t1);
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VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
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{
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VS_OUTPUT output;
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RenderableSphere sph = Spheres[iid];
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float3 ipos = (input.Position.xyz) * sph.Radius;// *0.5;
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float3 inorm = input.Position.xyz;// input.Normal; //unit sphere pos == normal
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float3 spos = (ipos + sph.Center) * Scale;
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float3 rpos = mulvq(spos, Orientation);
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float3 opos = CamRel.xyz + rpos;// bpos ModelTransform(input.Position.xyz);
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float4 cpos = ScreenTransform(opos);
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float3 bnorm = normalize(mulvq(inorm, Orientation));// NormalTransform(input.Normal);
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float3 btang = 0.5;// NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type...
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float4 c = Unpack4x8UNF(sph.Colour).abgr;
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float4 lightspacepos;
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float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos);
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output.LightShadow = lightspacepos;
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output.Shadows = float4(shadowdepth, 0,0,0);
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output.Position = cpos;
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output.CamRelPos = opos;
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output.Normal = bnorm;
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output.Texcoord0 = 0.5;// input.Texcoord0;
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output.Texcoord1 = 0.5;// input.Texcoord;
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output.Texcoord2 = 0.5;// input.Texcoord;
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output.Colour0 = c;// float4(0.5, 0.5, 0.5, 1); //input.Colour0;//float4(abs(input.Position.xyz), 1);//
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output.Colour1 = float4(0.5,0.5,0.5,1); //input.Colour1
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output.Tint = 0;
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output.Tangent = float4(btang, 1);
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output.Bitangent = float4(cross(btang, bnorm), 0);
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return output;
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}
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