import Common; struct MaterialParameter { float3 position_WS; float2 texCoords[MAX_TEXCOORDS]; float3 vertexColor; }; struct LightingParameter { float3x3 tangentToWorld; float3 viewDir_WS; float3 position_WS; } float3x3 qTangentToMatrix(float4 q){ q = normalize(q); float qx2 = q.x + q.x; float qy2 = q.y + q.y; float qz2 = q.z + q.z; float qxqx2 = q.x * qx2; float qxqy2 = q.x * qy2; float qxqz2 = q.x * qz2; float qxqw2 = q.w * qx2; float qyqy2 = q.y * qy2; float qyqz2 = q.y * qz2; float qyqw2 = q.w * qy2; float qzqz2 = q.z * qz2; float qzqw2 = q.w * qz2; float3x3 m = float3x3(1.0 - (qyqy2 + qzqz2), qxqy2 + qzqw2, qxqz2 - qyqw2, qxqy2 - qzqw2, 1.0 - (qxqx2 + qzqz2), qyqz2 + qxqw2, qxqz2 + qyqw2, qyqz2 - qxqw2, 1.0 - (qxqx2 + qyqy2)); m[2] = normalize(cross(m[0], m[1])) * ((q.w < 0.0) ? -1.0 : 1.0); return m; } float4 qTangentSlerp(float4 q0, float4 q1, float t){ float co = dot(q0, q1), so, s0, s1, s2 = 1.0, Omega; if(co < 0.0){ co = -co; s2 = -s2; } if((1.0 - co) > 1e-8){ Omega = acos(co); so = sin(Omega); s0 = sin((1.0 - t) * Omega) / so; s1 = sin(t * Omega) / so; } else { s0 = 1.0 - t; s1 = t; } float4 r = ((q0 * s0) + (q1 * (s1 * s2))); return r * ((((q0.w < 0.0) || (q1.w < 0.0)) != (r.w < 0.0)) ? -1.0 : 1.0); } // 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.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() { LightingParameter result; result.tangentToWorld = getTangentToWorld(); result.viewDir_WS = normalize(pViewParams.cameraPosition_WS.xyz - position_WS); result.position_WS = position_WS; return result; } float3x3 getTangentToWorld() { // in theory, transposing would make this a world-to-tangent matrix, but because we are building the matrix ourselves // and something with matrix layouts is working the opposite direction, we need to transpose here return transpose(float3x3(tangent_WS, biTangent_WS, normal_WS)); } #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; result.texCoords0 = f0.texCoords0 * barycentricCoords.x + f1.texCoords0 * barycentricCoords.y + f2.texCoords0 * barycentricCoords.z; result.texCoords1 = f0.texCoords1 * barycentricCoords.x + f1.texCoords1 * barycentricCoords.y + f2.texCoords1 * barycentricCoords.z; result.texCoords2 = f0.texCoords2 * barycentricCoords.x + f1.texCoords2 * barycentricCoords.y + f2.texCoords2 * barycentricCoords.z; result.texCoords3 = f0.texCoords3 * barycentricCoords.x + f1.texCoords3 * barycentricCoords.y + f2.texCoords3 * 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, float4x4 inverseTransformMatrix) { 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 tbn = qTangentToMatrix(qTangent); result.tangent_WS = normalize(mul(transformMatrix, float4(tbn[0], 0)).xyz); result.biTangent_WS = normalize(mul(transformMatrix, float4(tbn[1], 0)).xyz); result.normal_WS = normalize(mul(transformMatrix, float4(tbn[2], 0)).xyz); result.vertexColor = vertexColor; result.position_WS = 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; } };