metaforce/Shaders/CModelShaders.vert.hlsl

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2019-05-10 04:09:01 +00:00
cbuffer URDEVertUniform : register(b0) {
#if URDE_SKIN_SLOTS
float4x4 objs[URDE_SKIN_SLOTS];
float4x4 objsInv[URDE_SKIN_SLOTS];
#endif
float4x4 mv;
float4x4 mvInv;
float4x4 proj;
};
struct URDETCGMatrix {
float4x4 mtx;
float4x4 postMtx;
};
cbuffer URDETexMtxUniform : register(b1) {
URDETCGMatrix texMtxs[8];
};
cbuffer URDEReflectMtx : register(b3) {
float4x4 indMtx;
float4x4 reflectMtx;
float reflectAlpha;
};
struct VertData {
float3 posIn : POSITION;
float3 normIn : NORMAL;
#if URDE_COL_SLOTS
float4 colIn[URDE_COL_SLOTS] : COLOR;
#endif
#if URDE_UV_SLOTS
float2 uvIn[URDE_UV_SLOTS] : UV;
#endif
#if URDE_WEIGHT_SLOTS
float4 weightIn[URDE_WEIGHT_SLOTS] : WEIGHT;
#endif
};
VertToFrag main(in VertData v) {
VertToFrag vtf;
#if URDE_SKIN_SLOTS
float4 objPos = float4(0.0, 0.0, 0.0, 0.0);
float4 objNorm = float4(0.0, 0.0, 0.0, 0.0);
for (int i = 0; i < URDE_SKIN_SLOTS; ++i) {
objPos += mul(objs[i], float4(v.posIn, 1.0)) * v.weightIn[i / 4][i % 4];
objNorm += mul(objsInv[i], float4(v.normIn, 1.0)) * v.weightIn[i / 4][i % 4];
}
objPos[3] = 1.0;
objNorm = float4(normalize(objNorm.xyz), 0.0);
vtf.mvPos = mul(mv, objPos);
vtf.mvNorm = float4(normalize(mul(mvInv, objNorm).xyz), 0.0);
vtf.mvpPos = mul(proj, vtf.mvPos);
#else
float4 objPos = float4(v.posIn, 1.0);
float4 objNorm = float4(v.normIn, 0.0);
vtf.mvPos = mul(mv, objPos);
vtf.mvNorm = mul(mvInv, objNorm);
vtf.mvpPos = mul(proj, vtf.mvPos);
#endif
vtf.lightmapUv = float2(0.0, 0.0);
vtf.diffuseUv = float2(0.0, 0.0);
vtf.emissiveUv = float2(0.0, 0.0);
vtf.specularUv = float2(0.0, 0.0);
vtf.extendedSpecularUv = float2(0.0, 0.0);
vtf.reflectionUv = float2(0.0, 0.0);
vtf.alphaUv = float2(0.0, 0.0);
float4 tmpProj;
URDE_TCG_EXPR
return vtf;
}