[2386] | 1 |
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| 2 | void trollSkinning_One_Weight_vp(
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| 3 | float4 position : POSITION,
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| 4 | float3 normal : NORMAL,
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| 5 | float2 uv : TEXCOORD0,
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| 6 | float3 tangent : TANGENT,
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| 7 | float blendIdx : BLENDINDICES,
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| 8 | out float4 oPosition : POSITION,
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| 9 | out float2 oUv : TEXCOORD0,
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| 10 | out float3 oTangent: TEXCOORD1,
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| 11 | out float3 oBinormal: TEXCOORD2,
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| 12 | out float3 oNormal : TEXCOORD3,
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| 13 | out float3 V: TEXCOORD4,
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| 14 | out float3 L: TEXCOORD5,
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| 15 | uniform float3x4 worldMatrix3x4Array[67],
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| 16 | uniform float4x4 viewProjectionMatrix,
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| 17 | uniform float4 lightPos,
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| 18 | uniform float4 cameraPos)
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| 19 | {
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| 20 | // transform by indexed matrix
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| 21 | float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0);
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| 22 | // view / projection
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| 23 | oPosition = mul(viewProjectionMatrix, blendPos);
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| 24 | // transform normal
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| 25 | oNormal = mul((float3x3)worldMatrix3x4Array[blendIdx], normal);
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| 26 | oTangent = mul((float3x3)worldMatrix3x4Array[blendIdx], tangent);
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| 27 | oNormal = normalize(oNormal);
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| 28 | oTangent = normalize(oTangent);
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| 29 | oBinormal = cross(oTangent, oNormal);
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| 30 | // Lighting - support point and directional
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| 31 | L = lightPos.xyz - blendPos.xyz * lightPos.w;
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| 32 | V = cameraPos.xyz - blendPos.xyz;
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| 33 |
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| 34 | oUv = uv;
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| 35 | }
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| 36 |
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| 37 |
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| 38 | void trollSkinning_SMGen_One_Weight_vp(
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| 39 | float4 position : POSITION,
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| 40 | float blendIdx : BLENDINDICES,
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| 41 | out float4 oPosition : POSITION,
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| 42 | out float3 cPos:TEXCOORD0,
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| 43 | // Support up to 24 bones of float3x4
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| 44 | // vs_1_1 only supports 96 params so more than this is not feasible
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| 45 | uniform float3x4 worldMatrix3x4Array[67],
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| 46 | uniform float4x4 viewMatrix,
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| 47 | uniform float4x4 viewProjectionMatrix)
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| 48 | {
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| 49 | // transform by indexed matrix
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| 50 | float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0);
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| 51 | // view / projection
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| 52 | cPos = mul(viewMatrix, blendPos).xyz;
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| 53 | oPosition = mul(viewProjectionMatrix, blendPos);
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| 54 | } |
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