mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-21 22:42:54 +08:00
63 lines
1.8 KiB
HLSL
63 lines
1.8 KiB
HLSL
#include "BasicVS.hlsli"
|
|
|
|
struct VS_INPUT
|
|
{
|
|
float4 Position : POSITION;
|
|
//float3 Normal : NORMAL;
|
|
};
|
|
|
|
struct RenderableCapsule
|
|
{
|
|
float3 Point1;
|
|
float Radius;
|
|
float4 Orientation;
|
|
float Length;
|
|
uint Colour;
|
|
float Pad0;
|
|
float Pad1;
|
|
};
|
|
|
|
StructuredBuffer<RenderableCapsule> Capsules : register(t1);
|
|
|
|
|
|
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
|
|
{
|
|
VS_OUTPUT output;
|
|
|
|
RenderableCapsule cap = Capsules[iid];
|
|
|
|
float3 mpos = input.Position.xyz*cap.Radius;
|
|
mpos.y += input.Position.w*cap.Length;
|
|
|
|
float3 ipos = mulvq(mpos, cap.Orientation);
|
|
float3 inorm = mulvq(input.Position.xyz, cap.Orientation);// input.Normal;
|
|
|
|
float3 spos = (ipos + cap.Point1) * Scale;
|
|
float3 rpos = mulvq(spos, Orientation);
|
|
float3 opos = CamRel.xyz + rpos;// bpos ModelTransform(input.Position.xyz);
|
|
float4 cpos = ScreenTransform(opos);
|
|
float3 bnorm = normalize(mulvq(inorm, Orientation));// NormalTransform(input.Normal);
|
|
float3 btang = 0.5;// NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type...
|
|
|
|
float4 c = Unpack4x8UNF(cap.Colour).abgr;
|
|
|
|
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 = bnorm;
|
|
output.Texcoord0 = 0.5;// input.Texcoord0;
|
|
output.Texcoord1 = 0.5;// input.Texcoord;
|
|
output.Texcoord2 = 0.5;// input.Texcoord;
|
|
output.Colour0 = c;// float4(0.5, 0.5, 0.5, 1); //input.Colour0;
|
|
output.Colour1 = float4(0.5,0.5,0.5,1); //input.Colour1
|
|
output.Tint = 0;
|
|
output.Tangent = float4(btang, 1);
|
|
output.Bitangent = float4(cross(btang, bnorm), 0);
|
|
return output;
|
|
}
|
|
|