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Seele/res/shaders/lib/MaterialParameter.slang
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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;
#ifndef POS_ONLY
float3 cameraPos_WS: POSITION0;
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_WS = normalize(cameraPos_WS - position_WS);
result.normal_WS = normal_WS;
return result;
}
#endif
};
// data passed to visibility render
struct VisibilityParameter
{
uint32_t triangleIndex : POSITION5;
uint32_t meshletId : POSITION6;
};
// 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.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;
for(uint i = 0; i < MAX_TEXCOORDS; ++i)
{
result.texCoords[i] = texCoords[i];
}
#endif
return result;
}
};