import Common; struct MaterialParameter { float3 position_WS; float2 texCoords[MAX_TEXCOORDS]; float3 vertexColor; }; // data used by light environment struct LightingParameter { float3x3 tbn; float3 normal_TS; float3 position_TS; float3 viewDir_TS; }; // data passed to fragment shader struct FragmentParameter { float4 position_CS : SV_Position; #ifndef POS_ONLY float3 normal_WS : NORMALWS; float3 tangent_WS : TANGENTWS; float3 biTangent_WS : BITANGENTWS; float3 position_WS : POSITIONWS; float3 vertexColor : COLOR; float4 texCoords0 : TEXCOORDS0; float4 texCoords1 : TEXCOORDS1; float4 texCoords2 : TEXCOORDS2; float4 texCoords3 : TEXCOORDS3; MaterialParameter getMaterialParameter() { MaterialParameter result; result.position_WS = position_WS; result.vertexColor = vertexColor; result.texCoords[0] = texCoords0.xy; result.texCoords[1] = texCoords0.zw; result.texCoords[2] = texCoords1.xy; result.texCoords[3] = texCoords1.zw; result.texCoords[4] = texCoords2.xy; result.texCoords[5] = texCoords2.zw; result.texCoords[6] = texCoords3.xy; result.texCoords[7] = texCoords3.zw; return result; } LightingParameter getLightingParameter() { LightingParameter result; float3x3 tbn = float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS)); result.tbn = tbn; result.position_TS = mul(tbn, position_WS); result.viewDir_TS = mul(tbn, normalize(pViewParams.cameraPosition_WS.xyz - position_WS)); result.normal_TS = mul(tbn, normal_WS); return result; } float3x3 getTangentToWorld() { float3x3 tbn = float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS)); return transpose(tbn); } #endif static FragmentParameter interpolate(FragmentParameter f0, FragmentParameter f1, FragmentParameter f2, float3 barycentricCoords) { FragmentParameter result; result.position_CS = f0.position_CS * barycentricCoords.x + f1.position_CS * barycentricCoords.y + f2.position_CS * barycentricCoords.z; #ifndef POS_ONLY result.normal_WS = f0.normal_WS * barycentricCoords.x + f1.normal_WS * barycentricCoords.y + f2.normal_WS * barycentricCoords.z; result.tangent_WS = f0.tangent_WS * barycentricCoords.x + f1.tangent_WS * barycentricCoords.y + f2.tangent_WS * barycentricCoords.z; result.biTangent_WS = f0.biTangent_WS * barycentricCoords.x + f1.biTangent_WS * barycentricCoords.y + f2.biTangent_WS * barycentricCoords.z; result.position_WS = f0.position_WS * barycentricCoords.x + f1.position_WS * barycentricCoords.y + f2.position_WS * barycentricCoords.z; result.vertexColor = f0.vertexColor * barycentricCoords.x + f1.vertexColor * barycentricCoords.y + f2.vertexColor * barycentricCoords.z; //for(uint i = 0; i < MAX_TEXCOORDS; ++i) //{ // result.texCoords[i] = f0.texCoords[i] * barycentricCoords.x + f1.texCoords[i] * barycentricCoords.y + f2.texCoords[i] * barycentricCoords.z; //} #endif return result; } }; // data retrieved from VertexData struct VertexAttributes { float3 position_MS; #ifndef POS_ONLY float3 normal_MS; float3 tangent_MS; float3 biTangent_MS; float3 vertexColor; float2 texCoords[MAX_TEXCOORDS]; #endif FragmentParameter getParameter(float4x4 transformMatrix) { float4 modelPos = float4(position_MS, 1); float4 worldPos = mul(transformMatrix, modelPos); float4 viewPos = mul(pViewParams.viewMatrix, worldPos); float4 clipPos = mul(pViewParams.projectionMatrix, viewPos); FragmentParameter result; result.position_CS = clipPos; #ifndef POS_ONLY float3x3 normalMatrix = float3x3(transformMatrix); float3 T = mul(normalMatrix, tangent_MS); float3 N = mul(normalMatrix, normal_MS); float3 B = mul(normalMatrix, biTangent_MS); result.normal_WS = N; result.tangent_WS = T; result.biTangent_WS = B; result.position_WS = worldPos.xyz; result.vertexColor = vertexColor; result.texCoords0 = float4(texCoords[0], texCoords[1]); result.texCoords1 = float4(texCoords[2], texCoords[3]); result.texCoords2 = float4(texCoords[4], texCoords[5]); result.texCoords3 = float4(texCoords[6], texCoords[7]); #endif return result; } };