#include #include #include 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) #if RENDERER_INSTANCED , __in(float3, instanceOffset, SEMANTIC_INSTANCE_T) , __in(float3, instanceNormalX, SEMANTIC_INSTANCE_X) , __in(float3, instanceNormalY, SEMANTIC_INSTANCE_Y) , __in(float3, instanceNormalZ, SEMANTIC_INSTANCE_Z) __in_opt(float2, instanceUVOffset, SEMANTIC_INSTANCE_UV) __in_opt(float3, instanceLocalOffset, SEMANTIC_INSTANCE_LOCAL) #endif #if RENDERER_DISPLACED __in_opt(uint, vertexFlagsDisp, SEMANTIC_DISPLACEMENT_FLAGS) #endif ) { VertexOut vout; #if !defined(GLSL_COMPILER) float4x4 modelMatrix; #if RENDERER_INSTANCED modelMatrix = mul(g_modelMatrix, transpose(float4x4(float4(instanceNormalX, 0), float4(instanceNormalY, 0), float4(instanceNormalZ, 0), float4(instanceOffset, 1)))); #else modelMatrix = g_modelMatrix; #endif #endif #if !defined(GLSL_COMPILER) float4x4 mvm = mul(g_viewMatrix, modelMatrix); float4x4 mvpm = mul(g_projMatrix, mvm); vout.screenSpacePosition = mul(mvpm, localSpacePosition); #else vout.screenSpacePosition = mul(g_MVP, localSpacePosition); #endif #if !defined(GLSL_COMPILER) vout.params.worldSpacePosition = mul(modelMatrix, localSpacePosition).xyz; vout.params.worldSpaceNormal = normalize(mul(modelMatrix, float4(localSpaceNormal, 0)).xyz); vout.params.worldSpaceTangent = normalize(mul(modelMatrix, float4(localSpaceTangent.xyz, 0)).xyz); vout.params.worldSpaceBinormal = cross(vout.params.worldSpaceNormal, vout.params.worldSpaceTangent) * localSpaceTangent.w; #else vout.params.worldSpacePosition = mul(g_modelMatrix, localSpacePosition).xyz; vout.params.worldSpaceNormal = float4(0,1,0,0); #endif #if RENDERER_INSTANCED vout.params.texcoord0 = vertexTexcoord0 + float4(instanceUVOffset, 0, 0); #else vout.params.texcoord0 = vertexTexcoord0; #endif #if !defined(GLSL_COMPILER) vout.params.texcoord1 = vertexTexcoord1; vout.params.texcoord2 = vertexTexcoord2; #if !defined (RENDERER_WIN8ARM) vout.params.texcoord3 = vertexTexcoord3; #endif #endif vout.params.color = vertexColor; #if RENDERER_DISPLACED vout.localPosition = localSpacePosition; #if RENDERER_INSTANCED vout.localPosition += instanceLocalOffset; #endif vout.flagsDisp = vertexFlagsDisp; vout.modelMatrix[0] = modelMatrix[0]; vout.modelMatrix[1] = modelMatrix[1]; vout.modelMatrix[2] = modelMatrix[2]; vout.modelMatrix[3] = modelMatrix[3]; #endif return vout; }