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Seele/res/shaders/lib/StaticMeshVertexInput.slang
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2023-02-27 13:52:57 +01:00

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import Common;
import MaterialParameter;
import PrimitiveSceneData;
struct VertexValueCache
{
//This struct is passed between vertex and fragment stage
//which means, that it is passed as out mat3x3 in glsl
//but Slang for some reason puts a layout(row_major) above
//every attribute, including this matrix, but matrix layout
//qualifiers are illegal for non-uniform and buffer fields,
//leading to a compiler error
float3 position_MS;
float3 tangent;
float3 biTangent;
float3 normal;
float4 color;
#if NUM_MATERIAL_TEXCOORDS
float2 texCoords[NUM_MATERIAL_TEXCOORDS];
#endif
float4x4 getModelToTangent()
{
return transpose(float4x4(
float4(normalize(tangent), 0.0f),
float4(normalize(biTangent), 0.0f),
float4(normalize(normal), 0.0f),
float4(0, 0, 0, 1)
));
}
float4x4 getWorldToTangent()
{
return transpose(float4x4(
normalize(mul(getSceneData().worldToModel, float4(tangent, 0))),
normalize(mul(getSceneData().worldToModel, float4(biTangent, 0))),
normalize(mul(getSceneData().worldToModel, float4(normal, 0))),
float4(0, 0, 0, 1)
));
}
MaterialFragmentParameter getFragmentParameters()
{
MaterialFragmentParameter result = (MaterialFragmentParameter)0;
float4x4 worldToTangent = getWorldToTangent();
float4 cameraPos_TS = mul(worldToTangent, gViewParams.cameraPos_WS);
float4 position_TS = mul(getModelToTangent(), float4(position_MS, 1.0f));
result.worldToTangent = float3x3(worldToTangent);
result.position_TS = position_TS.xyz;
result.viewDir_TS = normalize((cameraPos_TS - position_TS).xyz);
result.vertexColor = color;
for(uint i = 0; i < NUM_MATERIAL_TEXCOORDS; ++i)
{
result.texCoords[i] = texCoords[i];
}
return result;
}
#if USE_INSTANCING
float4 instanceOrigin;
float3 instanceTransform1;
float3 instanceTransform2;
float3 instanceTransform3;
float4x4 getInstanceTransform()
{
return float4x4(
float4(instanceTransform1.xyz, 0.0f),
float4(instanceTransform2.xyz, 0.0f),
float4(instanceTransform3.xyz, 0.0f),
float4(instanceOrigin.xyz, 1.0f)
);
}
#endif // USE_INSTANCING
};
struct VertexShaderInput
{
float3 position;
float3 normal;
float3 tangent;
float3 biTangent;
float4 color;
#if NUM_MATERIAL_TEXCOORDS
#if NUM_MATERIAL_TEXCOORDS > 1
float4 packedTexCoords[NUM_MATERIAL_TEXCOORDS / 2];
#endif
#if NUM_MATERIAL_TEXCOORDS == 1
float2 packedTexCoords2;
#endif
#if NUM_MATERIAL_TEXCOORDS == 3
float2 packedTexCoords2;
#endif
#if NUM_MATERIAL_TEXCOORDS == 5
float2 packedTexCoords2;
#endif
#if NUM_MATERIAL_TEXCOORDS == 7
float2 packedTexCoords2;
#endif
#endif // NUM_MATERIAL_TEXCOORDS
#if USE_INSTANCING
float4 instanceOrigin;
float3 instanceTransform1;
float3 instanceTransform2;
float3 instanceTransform3;
#endif // USE_INSTANCING
float3 getModelPosition()
{
return position;
}
float3 getWorldPosition()
{
return mul(getSceneData().modelToWorld, float4(position, 1.0f)).xyz;
}
VertexValueCache getVertexCache()
{
VertexValueCache cache;
cache.position_MS = position;
cache.tangent = tangent;
cache.biTangent = biTangent;
cache.normal = normal;
cache.color = color;
#if USE_INSTANCING
cache.instanceTransform1 = instanceTransform1;
cache.instanceTransform2 = instanceTransform2;
cache.instanceTransform3 = instanceTransform3;
cache.instanceOrigin = instanceOrigin;
#endif
cache.texCoords[0] = packedTexCoords2;
return cache;
}
MaterialVertexParameter getMaterialVertexParameters(VertexValueCache cache, float3 worldPosition, float3 viewPosition)
{
MaterialVertexParameter result;
result.worldPosition = worldPosition;
result.viewPosition = viewPosition;
result.vertexColor = cache.color;
result.worldToTangent = float3x3(cache.getWorldToTangent());
// TODO instancing
/*for(int i = 0; i < NUM_MATERIAL_TEXCOORDS-1; i+=2)
{
result.texCoords[i] = packedTexCoords[i/2].xy;
if(i+1 < NUM_MATERIAL_TEXCOORDS)
{
result.texCoords = packedTexCoords[i / 2].zw;
}
}*/
result.texCoords[0] = packedTexCoords2;
return result;
}
};
struct PositionOnlyVertexShaderInput
{
float3 position;
#if USE_INSTANCING
float4 instanceOrigin;
float3 instanceTransform1;
float3 instanceTransform2;
float3 instanceTransform3;
#endif // USE_INSTANCING
float3 getWorldPosition()
{
return mul(getSceneData().modelToWorld, float4(position, 1.0f)).xyz;
}
};