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Seele/res/shaders/lib/StaticMeshShaderAttributes.slang
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import MaterialParameter;
import PrimitiveSceneData;
struct VertexValueCache
{
float3x3 tangentToLocal;
float3x3 tangentToWorld;
float tangentToWorldSign;
float4 color;
#if USE_INSTANCING
float4 instanceOrigin;
float3 instanceTransform1;
float3 instanceTransform2;
float3 instanceTransform3;
float4x4 getInstanceTransform()
{
return float4x4(
float4(instanceTransform1.xyz, 0.0f),
float4(instanceTransform2.xyz, 0.0f),
float4(instanceTransform3.xyz, 0.0f),
float4(instanceOrigin.xyz, 1.0f));
)
}
#endif // USE_INSTANCING
};
struct ShaderAttributeInterpolation
{
float3 worldPosition;
float3 tangentX;
float4 tangentZ;
float4 color;
#if NUM_MATERIAL_TEXCOORDS
float4 packedTexCoords[(NUM_MATERIAL_TEXCOORDS+1) / 2];
#endif // NUM_MATERIAL_TEXCOORDS
#if USE_INSTANCING
float4 perInstanceParams;
#endif
MaterialFragmentParameter getMaterialParameter(float4 clipSpacePosition)
{
MaterialFragmentParameter result;
#if NUM_MATERIAL_TEXCOORDS
for(int i = 0; i < NUM_MATERIAL_TEXCOORDS; ++i)
{
if(i % 2)
{
result.texCoords[i] = packedTexCoords[i / 2].zw;
}
else
{
result.texCoords[i] = packedTexCoords[i / 2].xy;
}
}
#endif
float3 tangentY = cross(tangentZ.xyz, tangentX) * tangentZ.w;
result.tangentToWorld[0] = cross(tangentY, tangentZ.xyz) * tangentZ.w;
result.tangentToWorld[1] = tangentY;
result.tangentToWorld[2] = tangentZ.xyz;
result.clipPosition = clipSpacePosition;
result.worldPosition = worldPosition;
result.viewDir = gViewParams.cameraPos_WS.xyz - worldPosition;
result.worldNormal = tangentZ.xyz;
result.worldTangent = tangentX;
result.worldBiTangent = tangentY;
result.vertexColor = color;
return result;
}
};
struct VertexShaderInput
{
float4 position;
float3 tangentX;
float4 tangentZ;
float4 color;
#if NUM_MATERIAL_TEXCOORDS
#if NUM_MATERIAL_TEXCOORDS > 1
float4 packedTexCoords[NUM_MATERIAL_TEXCOORDS / 2];
#endif
#if NUM_MATERIAL_TEXCOORDS == 1
float2 packedTexCoords2;
#endif
#if NUM_MATERIAL_TEXCOORDS == 3
float2 packedTexCoords2;
#endif
#if NUM_MATERIAL_TEXCOORDS == 5
float2 packedTexCoords2;
#endif
#if NUM_MATERIAL_TEXCOORDS == 7
float2 packedTexCoords2;
#endif
#endif // NUM_MATERIAL_TEXCOORDS
#if USE_INSTANCING
float4 instanceOrigin;
float3 instanceTransform1;
float3 instanceTransform2;
float3 instanceTransform3;
#endif // USE_INSTANCING
float3x3 calcTangentToLocal(out float tangentSign)
{
float3x3 result;
tangentSign = tangentZ.w;
float3 tangentY = cross(tangentZ.xyz, tangentX) * tangentZ.w;
result[0] = cross(tangentY, tangentZ.xyz) * tangentZ.w;
result[1] = tangentY;
result[2] = tangentZ.xyz;
return result;
}
float3 getWorldPosition(VertexValueCache cache)
{
float4x4 localToWorld = gSceneData.localToWorld;
float3 rotatedPosition = localToWorld[0].xyz * position.xxx + localToWorld[1].xyz * position.yyy + localToWorld[2].xyz * position.zzz;
return rotatedPosition + localToWorld[3].xyz;
}
VertexValueCache getVertexCache()
{
VertexValueCache cache;
cache.color = color;
#if USE_INSTANCING
cache.instanceTransform1 = instanceTransform1;
cache.instanceTransform2 = instanceTransform2;
cache.instanceTransform3 = instanceTransform3;
cache.instanceOrigin = instanceOrigin;
#endif
float tangentSign;
cache.tangentToLocal = calcTangentToLocal(tangentSign);
float3x3 localToWorld = float3x3(gSceneData.localToWorld[0].xyz, gSceneData.localToWorld[1].xyz, gSceneData.localToWorld[2].xyz);
cache.tangentToWorld = mul(cache.tangentToLocal, localToWorld);
cache.tangentToWorldSign = tangentSign;
return cache;
}
MaterialVertexParameter getMaterialVertexParameters(VertexValueCache cache, float3 worldPosition, float3x3 tangentToLocal)
{
MaterialVertexParameter result;
result.worldPosition = worldPosition;
result.vertexColor = cache.color;
result.tangentToWorld = cache.tangentToWorld;
// TODO instancing
/*for(int i = 0; i < NUM_MATERIAL_TEXCOORDS-1; i+=2)
{
result.texCoords[i] = packedTexCoords[i/2].xy;
if(i+1 < NUM_MATERIAL_TEXCOORDS)
{
result.texCoords = packedTexCoords[i / 2].zw;
}
}*/
result.texCoords[0] = packedTexCoords2;
return result;
}
ShaderAttributeInterpolation getInterpolants(VertexValueCache cache, MaterialVertexParameter vertexParams)
{
ShaderAttributeInterpolation result = (ShaderAttributeInterpolation)0;
result.tangentX = tangentX;
result.tangentZ = tangentZ;
result.color = color;
result.worldPosition = vertexParams.worldPosition;
for(int i = 0; i < NUM_MATERIAL_TEXCOORDS; ++i)
{
if(i % 2)
{
result.packedTexCoords[i / 2].zw = vertexParams.texCoords[i];
}
else
{
result.packedTexCoords[i / 2].xy = vertexParams.texCoords[i];
}
}
return result;
}
};
struct PositionOnlyVertexShaderInput
{
float4 position;
#if USE_INSTANCING
float4 instanceOrigin;
float3 instanceTransform1;
float3 instanceTransform2;
float3 instanceTransform3;
#endif // USE_INSTANCING
};