import Common; struct MaterialParameter { float3 position_WS; float2 texCoords[MAX_TEXCOORDS]; float3 vertexColor; }; // data used by light environment struct LightingParameter { float3x3 tbn; float3 position_WS; float3 viewDir_TS; }; // data passed to fragment shader struct FragmentParameter { float4 position_CS : SV_Position; float3 viewDir_WS : POSITION1; float3 normal_WS : NORMAL0; float3 tangent_WS : TANGENT0; float3 biTangent_WS : TANGENT1; float3 position_WS : POSITION2; float3 vertexColor : COLOR0; 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_TS = normalize(mul(result.tbn, viewDir_WS)); return result; } }; // data retrieved from VertexData struct VertexAttributes { float3 position_MS; float3 normal_MS; float3 tangent_MS; float3 biTangent_MS; float3 vertexColor; 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); float3 tangent_WS = normalize(mul(transformMatrix, float4(tangent_MS, 0.0)).xyz); float3 biTangent_WS = normalize(mul(transformMatrix, float4(biTangent_MS, 0.0)).xyz); float3 normal_WS = normalize(mul(transformMatrix, float4(normal_MS, 0.0)).xyz); FragmentParameter result; result.viewDir_WS = pViewParams.cameraPos_WS.xyz - worldPos.xyz; result.normal_WS = normal_WS; result.tangent_WS = tangent_WS; result.biTangent_WS = biTangent_WS; result.position_WS = worldPos.xyz; result.position_CS = clipPos; result.vertexColor = vertexColor; for(uint i = 0; i < MAX_TEXCOORDS; ++i) { result.texCoords[i] = texCoords[i]; } return result; } };