// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF // ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO // THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. // // Copyright (c) Microsoft Corporation. All rights reserved. // // Based on the Visual Studio 3D Starter Kit // // http://aka.ms/vs3dkit // cbuffer MaterialVars : register (b0) { float4 MaterialAmbient; float4 MaterialDiffuse; float4 MaterialSpecular; float4 MaterialEmissive; float MaterialSpecularPower; }; cbuffer ObjectVars : register(b2) { float4x4 LocalToWorld4x4; float4x4 LocalToProjected4x4; float4x4 WorldToLocal4x4; float4x4 WorldToView4x4; float4x4 UVTransform4x4; float3 EyePosition; }; cbuffer BoneVars : register(b4) { float4x3 Bones[72]; }; struct A2V { float4 pos : SV_Position; float3 normal : NORMAL0; float4 tangent : TANGENT0; float2 uv : TEXCOORD0; }; struct A2V_Vc { float4 pos : SV_Position; float3 normal : NORMAL0; float4 tangent : TANGENT0; float4 color : COLOR0; float2 uv : TEXCOORD0; }; struct A2V_Weights { float4 pos : SV_Position; float3 normal : NORMAL0; float4 tangent : TANGENT0; float2 uv : TEXCOORD0; uint4 boneIndices : BLENDINDICES0; float4 blendWeights : BLENDWEIGHT0; }; struct A2V_WeightsVc { float4 pos : SV_Position; float3 normal : NORMAL0; float4 tangent : TANGENT0; float4 color : COLOR0; float2 uv : TEXCOORD0; uint4 boneIndices : BLENDINDICES0; float4 blendWeights : BLENDWEIGHT0; }; struct V2P { float4 pos : SV_POSITION; float4 diffuse : COLOR; float2 uv : TEXCOORD0; float3 worldNorm : TEXCOORD1; float3 worldPos : TEXCOORD2; float3 toEye : TEXCOORD3; float4 tangent : TEXCOORD4; float3 normal : TEXCOORD5; }; // Skinning helper functions void Skin(inout A2V_Weights vertex, uniform int boneCount) { float4x3 skinning = 0; [unroll] for (int i = 0; i < boneCount; i++) { skinning += Bones[ vertex.boneIndices[i] ] * vertex.blendWeights[ i ]; } vertex.pos.xyz = mul(vertex.pos, skinning); vertex.normal = mul(vertex.normal, (float3x3)skinning); vertex.tangent.xyz = mul((float3)vertex.tangent, (float3x3)skinning); } void SkinVc(inout A2V_WeightsVc vertex, uniform int boneCount) { float4x3 skinning = 0; [unroll] for (int i = 0; i < boneCount; i++) { skinning += Bones[vertex.boneIndices[i]] * vertex.blendWeights[i]; } vertex.pos.xyz = mul(vertex.pos, skinning); vertex.normal = mul(vertex.normal, (float3x3)skinning); vertex.tangent.xyz = mul((float3)vertex.tangent, (float3x3)skinning); } // Vertex shader: no per-vertex-color, no skinning V2P main(A2V vertex) { V2P result; float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz; // set output data result.pos = mul(vertex.pos, LocalToProjected4x4); result.diffuse = MaterialDiffuse; result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy; result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4); result.worldPos = wp; result.toEye = EyePosition - wp; result.tangent = vertex.tangent; result.normal = vertex.normal; return result; } // Vertex shader: per-vertex-color, no skinning V2P mainVc(A2V_Vc vertex) { V2P result; float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz; // set output data result.pos = mul(vertex.pos, LocalToProjected4x4); result.diffuse = vertex.color * MaterialDiffuse; result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy; result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4); result.worldPos = wp; result.toEye = EyePosition - wp; result.tangent = vertex.tangent; result.normal = vertex.normal; return result; } // Vertex shader: no per-vertex-color, 1-bone skinning V2P main1Bones(A2V_Weights vertex) { V2P result; Skin(vertex, 1); float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz; // set output data result.pos = mul(vertex.pos, LocalToProjected4x4); result.diffuse = MaterialDiffuse; result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy; result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4); result.worldPos = wp; result.toEye = EyePosition - wp; result.tangent = vertex.tangent; result.normal = vertex.normal; return result; } // Vertex shader: no per-vertex-color, 2-bone skinning V2P main2Bones(A2V_Weights vertex) { V2P result; Skin(vertex, 2); float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz; // set output data result.pos = mul(vertex.pos, LocalToProjected4x4); result.diffuse = MaterialDiffuse; result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy; result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4); result.worldPos = wp; result.toEye = EyePosition - wp; result.tangent = vertex.tangent; result.normal = vertex.normal; return result; } // Vertex shader: no per-vertex-color, 4-bone skinning V2P main4Bones(A2V_Weights vertex) { V2P result; Skin(vertex, 4); float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz; // set output data result.pos = mul(vertex.pos, LocalToProjected4x4); result.diffuse = MaterialDiffuse; result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy; result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4); result.worldPos = wp; result.toEye = EyePosition - wp; result.tangent = vertex.tangent; result.normal = vertex.normal; return result; } // Vertex shader: per-vertex-color, 1-bone skinning V2P main1BonesVc(A2V_WeightsVc vertex) { V2P result; SkinVc(vertex, 1); float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz; // set output data result.pos = mul(vertex.pos, LocalToProjected4x4); result.diffuse = vertex.color * MaterialDiffuse; result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy; result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4); result.worldPos = wp; result.toEye = EyePosition - wp; result.tangent = vertex.tangent; result.normal = vertex.normal; return result; } // Vertex shader: per-vertex-color, 2-bone skinning V2P main2BonesVc(A2V_WeightsVc vertex) { V2P result; SkinVc(vertex, 2); float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz; // set output data result.pos = mul(vertex.pos, LocalToProjected4x4); result.diffuse = vertex.color * MaterialDiffuse; result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy; result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4); result.worldPos = wp; result.toEye = EyePosition - wp; result.tangent = vertex.tangent; result.normal = vertex.normal; return result; } // Vertex shader: per-vertex-color, 4-bone skinning V2P main4BonesVc(A2V_WeightsVc vertex) { V2P result; SkinVc(vertex, 4); float3 wp = mul(vertex.pos, LocalToWorld4x4).xyz; // set output data result.pos = mul(vertex.pos, LocalToProjected4x4); result.diffuse = vertex.color * MaterialDiffuse; result.uv = mul(float4(vertex.uv.x, vertex.uv.y, 0, 1), UVTransform4x4).xy; result.worldNorm = mul(vertex.normal, (float3x3)LocalToWorld4x4); result.worldPos = wp; result.toEye = EyePosition - wp; result.tangent = vertex.tangent; result.normal = vertex.normal; return result; }