import Common; struct MaterialParameter { float3 position_WS; float2 texCoords[MAX_TEXCOORDS]; float3 vertexColor; }; // data used by light environment struct LightingParameter { float3x3 tbn; float3 normal_WS; float3 position_WS; float3 viewDir_WS; }; // data passed to fragment shader struct FragmentParameter { float4 position_CS : SV_Position; float3 cameraPos_WS: POSITION0; float3 normal_WS : NORMAL0; float3 tangent_WS : TANGENT0; float3 biTangent_WS : TANGENT1; float3 position_WS : POSITION2; float3 vertexColor : COLOR0; uint meshletId : POSITION3; float2 texCoords[MAX_TEXCOORDS] : TEXCOORD0; MaterialParameter getMaterialParameter() { MaterialParameter result; result.position_WS = position_WS; result.vertexColor = vertexColor; for(uint i = 0; i < MAX_TEXCOORDS; ++i) { result.texCoords[i] = texCoords[i]; } return result; } LightingParameter getLightingParameter() { LightingParameter result; result.tbn = float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS)); result.position_WS = position_WS; result.viewDir_WS = normalize(cameraPos_WS - position_WS); result.normal_WS = normal_WS; return result; } }; // data retrieved from VertexData struct VertexAttributes { float3 position_MS; float3 normal_MS; float3 tangent_MS; float3 biTangent_MS; float3 vertexColor; uint meshletId; float2 texCoords[MAX_TEXCOORDS]; 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); float3x3 normalMatrix = float3x3(transformMatrix); float3 T = mul(normalMatrix, tangent_MS); float3 N = mul(normalMatrix, normal_MS); float3 B = mul(normalMatrix, biTangent_MS); FragmentParameter result; result.position_CS = clipPos; result.cameraPos_WS = pViewParams.cameraPos_WS.xyz; result.normal_WS = N; result.tangent_WS = T; result.biTangent_WS = B; result.position_WS = worldPos.xyz; result.vertexColor = vertexColor; result.meshletId = meshletId; for(uint i = 0; i < MAX_TEXCOORDS; ++i) { result.texCoords[i] = texCoords[i]; } return result; } };