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Seele/res/shaders/lib/MaterialParameter.slang
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2024-12-21 20:47:57 +01:00

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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;
}
};