[2368] | 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 | out float4 oPosition : POSITION,
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| 7 | out float2 oUv : TEXCOORD0,
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| 8 | out float4 colour : COLOR,
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| 9 | uniform float3x4 worldMatrix3x4Array[67],
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| 10 | uniform float4x4 viewProjectionMatrix,
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| 11 | uniform float4 lightPos[2],
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| 12 | uniform float4 lightDiffuseColour[2],
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| 13 | uniform float4 ambient)
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| 14 | {
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| 15 | // transform by indexed matrix
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| 16 | float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0);
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| 17 | // view / projection
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| 18 | oPosition = mul(viewProjectionMatrix, blendPos);
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| 19 | // transform normal
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| 20 | float3 norm = mul((float3x3)worldMatrix3x4Array[blendIdx], normal);
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| 21 | // Lighting - support point and directional
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| 22 | float3 lightDir0 = normalize(
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| 23 | lightPos[0].xyz - (blendPos.xyz * lightPos[0].w));
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| 24 | float3 lightDir1 = normalize(
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| 25 | lightPos[1].xyz - (blendPos.xyz * lightPos[1].w));
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| 26 |
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| 27 | oUv = uv;
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| 28 | colour = ambient +
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| 29 | (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0])
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| 30 | // +(saturate(dot(lightDir1, norm)) * lightDiffuseColour[1])
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| 31 | ;
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| 32 |
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| 33 | }
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| 34 |
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| 35 |
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| 36 | void trollSkinning_SMGen_One_Weight_vp(
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| 37 | float4 position : POSITION,
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| 38 | float blendIdx : BLENDINDICES,
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| 39 | out float4 oPosition : POSITION,
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| 40 | out float3 cPos:TEXCOORD0,
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| 41 | // Support up to 24 bones of float3x4
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| 42 | // vs_1_1 only supports 96 params so more than this is not feasible
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| 43 | uniform float3x4 worldMatrix3x4Array[67],
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| 44 | uniform float4x4 viewMatrix,
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| 45 | uniform float4x4 viewProjectionMatrix)
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| 46 | {
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| 47 | // transform by indexed matrix
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| 48 | float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0);
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| 49 | // view / projection
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| 50 | cPos = mul(viewMatrix, blendPos).xyz;
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| 51 | oPosition = mul(viewProjectionMatrix, blendPos);
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| 52 | } |
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