import Common; struct MaterialParameter { float3 position_WS; float2 texCoords[MAX_TEXCOORDS]; float3 vertexColor; }; struct LightingParameter { float3x3 worldToTangent; float3 viewDir_TS; float3 position_TS; } // Constructs a TBN matrix from a unpacked qtangent for example for after vertex interpolation in the fragment shader float3x3 constructTBNFromQTangent(float4 q){ q = normalize(q); // Ensure that the quaternion is normalized in case it is not, for example after interpolation and so on float3 t2 = q.xyz * 2.0, tx = q.xxx * t2.xyz, ty = q.yyy * t2.xyz, tz = q.www * t2.xyz; float3 tangent = float3(1.0 - (ty.y + (q.z * t2.z)), tx.y + tz.z, tx.z - tz.y); float3 normal = float3(tx.z + tz.y, ty.z - tz.x, 1.0 - (tx.x + ty.y)); return float3x3(tangent, cross(tangent, normal) * ((q.w < 0.0) ? -1.0 : 1.0), normal); } // data passed to fragment shader struct FragmentParameter { float4 position_CS : SV_Position; #ifndef POS_ONLY float4 qTangent : QTANGENT; float3 position_WS : POSITIONWS; float3 position_TS : POSITIONTS; float3 viewDir_TS : VIEWDIRTS; 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.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; result.vertexColor = vertexColor; return result; } LightingParameter getLightingParameter() { float3x3 worldToTangent = transpose(constructTBNFromQTangent(qTangent)); LightingParameter result; result.worldToTangent = worldToTangent; result.viewDir_TS = viewDir_TS; result.position_TS = position_TS; return result; } #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.qTangent = f0.qTangent * barycentricCoords.x + f1.qTangent * barycentricCoords.y + f2.qTangent * 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 float4 qTangent; 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 result.qTangent = qTangent; float3x3 tbn = transpose(constructTBNFromQTangent(qTangent)); result.position_TS = mul(tbn, worldPos.xyz); result.vertexColor = vertexColor; result.position_WS = worldPos.xyz; result.viewDir_TS = mul(tbn, pViewParams.cameraPosition_WS.xyz - worldPos.xyz); 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; } };