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Seele/res/shaders/lib/InputGeometry.slang
T
2020-06-02 11:46:18 +02:00

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interface IVertexShaderInput
{
//internally, the vertex layout is stored in vec4 for faster access,
//but here we unwrap them for convenience
float3 getVertexPosition();
float2 getTexCoords();
float3 getNormal();
float3 getTangent();
float3 getBiTangent();
};
struct PositionOnlyVertexInput : IVertexShaderInput
{
float4 position;
float3 getVertexPosition() { return position.xyz; }
float2 getTexCoords() { return float2(0, 0); }
float3 getNormal() { return float3(0, 1, 0); }
float3 getTangent() { return float3(1, 0, 0); }
float3 getBiTangent() { return float3(0, 0, 1); }
};
struct PositionAndNormalVertexInput : IVertexShaderInput
{
float4 position;
float4 normal;
float3 getVertexPosition() { return position.xyz; }
float2 getTexCoords() { return float2(0, 0); }
float3 getNormal() { return normal.xyz; }
float3 getTangent() { return float3(1, 0, 0); }
float3 getBiTangent() { return float3(0, 0, 1); }
};
struct InputGeometry : IVertexShaderInput
{
float4 position;
float2 texCoord;
float4 normal;
float4 tangent;
float4 bitangent;
float3 getVertexPosition() { return position.xyz; }
float2 getTexCoords() { return texCoord; }
float3 getNormal() { return normal.xyz; }
float3 getTangent() { return tangent.xyz; }
float3 getBiTangent() { return bitangent.xyz; }
};
struct MaterialPixelParameter
{
float3 position;
float2 texCoord;
float3 viewDir;
float3 normal;
float3 tangent;
float3 biTangent;
float4 clipPosition;
float3 transformLocalToWorld(float3 input)
{
float3 unitNormal = normalize(normal);
float3 unitTangent = normalize(tangent);
unitTangent = normalize(unitTangent - dot(unitTangent, unitNormal) * unitNormal);
float3 unitBitangent = cross(unitTangent, unitNormal);
float3x3 tbn = float3x3(unitTangent, unitBitangent, unitNormal);
float3 result = mul(tbn, input);
result = normalize(result);
return result;
}
};