CodeWalker/Shaders/BasicVS_Box.hlsl
2017-09-21 20:33:05 +10:00

69 lines
2.0 KiB
HLSL

#include "BasicVS.hlsli"
struct VS_INPUT
{
float4 Position : POSITION;
float3 Normal : NORMAL;
};
struct RenderableBox
{
float3 Corner;
uint Colour;
float3 Edge1;
float Pad1;
float3 Edge2;
float Pad2;
float3 Edge3;
float Pad3;
};
StructuredBuffer<RenderableBox> Boxes : register(t1);
VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID)
{
VS_OUTPUT output;
RenderableBox box = Boxes[iid];
//float3 mpos = input.Position.xyz * box.Size;
//float3 ipos = mulvq(mpos, box.Orientation);
//float3 inorm = mulvq(input.Normal, box.Orientation);
float3 p = input.Position.xyz;
float3 n = input.Normal;
//float3 s = float3(box.Length1, box.Length2, box.Length3);
float3 ipos = (p.x*box.Edge1 + p.y*box.Edge2 + p.z*box.Edge3);// *s;
float3 inorm = normalize(n.x*box.Edge1 + n.y*box.Edge2 + n.z*box.Edge3);
float3 spos = (box.Corner + ipos) * Scale;
float3 rpos = mulvq(spos, Orientation);
float3 opos = CamRel.xyz + rpos;// bpos ModelTransform(input.Position.xyz);
float4 cpos = ScreenTransform(opos);
float3 bnorm = inorm;// 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(box.Colour).abgr;
//c = float4(abs(input.Normal),1);
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;
}