247 lines
5.8 KiB
HLSL
247 lines
5.8 KiB
HLSL
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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// http://create.msdn.com/en-US/education/catalog/sample/stock_effects
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Texture2D<float4> Texture : register(t0);
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sampler Sampler : register(s0);
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cbuffer Parameters : register(b0)
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{
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float4 DiffuseColor : packoffset(c0);
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float3 EmissiveColor : packoffset(c1);
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float3 SpecularColor : packoffset(c2);
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float SpecularPower : packoffset(c2.w);
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float3 LightDirection[3] : packoffset(c3);
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float3 LightDiffuseColor[3] : packoffset(c6);
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float3 LightSpecularColor[3] : packoffset(c9);
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float3 EyePosition : packoffset(c12);
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float3 FogColor : packoffset(c13);
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float4 FogVector : packoffset(c14);
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float4x4 World : packoffset(c15);
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float3x3 WorldInverseTranspose : packoffset(c19);
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float4x4 WorldViewProj : packoffset(c22);
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float4x3 Bones[72] : packoffset(c26);
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};
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#include "Structures.fxh"
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#include "Common.fxh"
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#include "Lighting.fxh"
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void Skin(inout VSInputNmTxWeights vin, uniform int boneCount)
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{
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float4x3 skinning = 0;
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[unroll]
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for (int i = 0; i < boneCount; i++)
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{
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skinning += Bones[vin.Indices[i]] * vin.Weights[i];
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}
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vin.Position.xyz = mul(vin.Position, skinning);
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vin.Normal = mul(vin.Normal, (float3x3)skinning);
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}
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// Vertex shader: vertex lighting, one bone.
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VSOutputTx VSSkinnedVertexLightingOneBone(VSInputNmTxWeights vin)
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{
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VSOutputTx vout;
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Skin(vin, 1);
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: vertex lighting, two bones.
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VSOutputTx VSSkinnedVertexLightingTwoBones(VSInputNmTxWeights vin)
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{
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VSOutputTx vout;
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Skin(vin, 2);
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: vertex lighting, four bones.
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VSOutputTx VSSkinnedVertexLightingFourBones(VSInputNmTxWeights vin)
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{
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VSOutputTx vout;
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Skin(vin, 4);
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: one light, one bone.
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VSOutputTx VSSkinnedOneLightOneBone(VSInputNmTxWeights vin)
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{
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VSOutputTx vout;
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Skin(vin, 1);
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: one light, two bones.
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VSOutputTx VSSkinnedOneLightTwoBones(VSInputNmTxWeights vin)
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{
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VSOutputTx vout;
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Skin(vin, 2);
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: one light, four bones.
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VSOutputTx VSSkinnedOneLightFourBones(VSInputNmTxWeights vin)
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{
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VSOutputTx vout;
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Skin(vin, 4);
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CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: pixel lighting, one bone.
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VSOutputPixelLightingTx VSSkinnedPixelLightingOneBone(VSInputNmTxWeights vin)
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{
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VSOutputPixelLightingTx vout;
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Skin(vin, 1);
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
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SetCommonVSOutputParamsPixelLighting;
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vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: pixel lighting, two bones.
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VSOutputPixelLightingTx VSSkinnedPixelLightingTwoBones(VSInputNmTxWeights vin)
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{
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VSOutputPixelLightingTx vout;
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Skin(vin, 2);
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
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SetCommonVSOutputParamsPixelLighting;
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vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: pixel lighting, four bones.
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VSOutputPixelLightingTx VSSkinnedPixelLightingFourBones(VSInputNmTxWeights vin)
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{
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VSOutputPixelLightingTx vout;
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Skin(vin, 4);
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
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SetCommonVSOutputParamsPixelLighting;
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vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Pixel shader: vertex lighting.
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float4 PSSkinnedVertexLighting(PSInputTx pin) : SV_Target0
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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AddSpecular(color, pin.Specular.rgb);
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ApplyFog(color, pin.Specular.w);
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return color;
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}
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// Pixel shader: vertex lighting, no fog.
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float4 PSSkinnedVertexLightingNoFog(PSInputTx pin) : SV_Target0
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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AddSpecular(color, pin.Specular.rgb);
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return color;
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}
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// Pixel shader: pixel lighting.
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float4 PSSkinnedPixelLighting(PSInputPixelLightingTx pin) : SV_Target0
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
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float3 worldNormal = normalize(pin.NormalWS);
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ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
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color.rgb *= lightResult.Diffuse;
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AddSpecular(color, lightResult.Specular);
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ApplyFog(color, pin.PositionWS.w);
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return color;
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}
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