1 | void trollSkinning_One_Weight_vp(
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2 | float4 position : POSITION,
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3 | float3 normal : NORMAL,
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4 | float2 uv : TEXCOORD0,
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5 | float blendIdx : BLENDINDICES,
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6 |
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7 |
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8 | out float4 oPosition : POSITION,
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9 | out float2 oUv : TEXCOORD0,
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10 | out float4 colour : COLOR,
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11 | // Support up to 24 bones of float3x4
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12 | // vs_1_1 only supports 96 params so more than this is not feasible
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13 | uniform float3x4 worldMatrix3x4Array[67],
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14 | uniform float4x4 viewProjectionMatrix,
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15 | uniform float4 lightPos[2],
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16 | uniform float4 lightDiffuseColour[2],
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17 | uniform float4 ambient)
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18 | {
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19 | // transform by indexed matrix
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20 | float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0);
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21 | // view / projection
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22 | oPosition = mul(viewProjectionMatrix, blendPos);
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23 | // transform normal
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24 | float3 norm = mul((float3x3)worldMatrix3x4Array[blendIdx], normal);
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25 | // Lighting - support point and directional
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26 | float3 lightDir0 = normalize(
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27 | lightPos[0].xyz - (blendPos.xyz * lightPos[0].w));
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28 | float3 lightDir1 = normalize(
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29 | lightPos[1].xyz - (blendPos.xyz * lightPos[1].w));
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30 |
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31 | oUv = uv;
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32 | colour = ambient +
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33 | (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0])
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34 | // +(saturate(dot(lightDir1, norm)) * lightDiffuseColour[1])
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35 | ;
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36 |
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37 | } |
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