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