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2025-11-28 23:13:44 +05:30
commit a3a8e79709
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#include <config.cg>
#include <globals.cg>
struct VertexOut
{
FragmentParameters params;
float4 screenSpacePosition : POSITION;
};
float4x4 accumulate_skin(float4 boneIndices0,
float4 boneWeights0)
{
float4x4 result = boneWeights0.x * g_boneMatrices[boneIndices0.x];
result = result + boneWeights0.y * g_boneMatrices[boneIndices0.y];
result = result + boneWeights0.z * g_boneMatrices[boneIndices0.z];
result = result + boneWeights0.w * g_boneMatrices[boneIndices0.w];
return result;
}
VertexOut vmain(__in(float4, localSpacePosition, POSITION)
__in_opt(float3, localSpaceNormal, NORMAL)
__in_opt(float4, localSpaceTangent, SEMANTIC_TANGENT)
__in_opt(float4, vertexTexcoord0, TEXCOORD0)
__in_opt(float4, vertexTexcoord1, TEXCOORD1)
__in_opt(float4, vertexTexcoord2, TEXCOORD2)
__in_opt(float4, vertexTexcoord3, TEXCOORD3)
__in_opt(half4, vertexColor, COLOR)
, __in(int4, boneIndices, TEXCOORD6)
, __in(float4, boneWeights, TEXCOORD7))
{
VertexOut vout;
float4x4 boneMatrix = accumulate_skin(boneIndices, boneWeights);
float4 skinnedPosition = mul(boneMatrix, localSpacePosition);
float3 skinnedNormal = (mul(boneMatrix, float4(localSpaceNormal, 0))).xyz;
#if !defined(GLSL_COMPILER)
float3 skinnedTangent = (mul(boneMatrix, float4(localSpaceTangent.xyz, 0))).xyz;
#endif
skinnedPosition.w = 1;
skinnedNormal = normalize(skinnedNormal);
#if !defined(GLSL_COMPILER)
skinnedTangent = normalize(skinnedTangent);
#endif
#if !defined(GLSL_COMPILER)
float4x4 mvpm = mul(g_projMatrix, g_modelViewMatrix); // TODO: should use g_modelViewProjMatrix....
vout.screenSpacePosition = mul(mvpm, skinnedPosition);
#else
vout.screenSpacePosition = mul(g_MVP, skinnedPosition);
#endif
vout.params.worldSpacePosition = mul(g_modelMatrix, skinnedPosition).xyz;
vout.params.worldSpaceNormal = normalize(mul(g_modelMatrix, float4(skinnedNormal, 0)).xyz);
#if !defined(GLSL_COMPILER)
vout.params.worldSpaceTangent = normalize(mul(g_modelMatrix, float4(skinnedTangent, 0)).xyz);
vout.params.worldSpaceBinormal = cross(vout.params.worldSpaceNormal, vout.params.worldSpaceTangent) * localSpaceTangent.w;
#endif
vout.params.texcoord0 = vertexTexcoord0;
vout.params.texcoord1 = vertexTexcoord1;
vout.params.texcoord2 = vertexTexcoord2;
#if !defined (RENDERER_WIN8ARM)
vout.params.texcoord3 = vertexTexcoord3;
#endif
vout.params.color = swizzle(vertexColor);
return vout;
}