procedural-3d-engine/data/hlsl/skeletalanimation/mesh.vert

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// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float3 Normal : NORMAL0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 Color : COLOR0;
[[vk::location(4)]] float4 BoneWeights : TEXCOORD1;
[[vk::location(5)]] int4 BoneIDs : TEXCOORD2;
};
#define MAX_BONES 64
struct UBO
{
float4x4 projection;
float4x4 view;
float4x4 model;
float4x4 bones[MAX_BONES];
float4 lightPos;
float4 viewPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
[[vk::location(3)]] float3 ViewVec : TEXCOORD1;
[[vk::location(4)]] float3 LightVec : TEXCOORD2;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
float4x4 boneTransform = ubo.bones[input.BoneIDs[0]] * input.BoneWeights[0];
boneTransform += ubo.bones[input.BoneIDs[1]] * input.BoneWeights[1];
boneTransform += ubo.bones[input.BoneIDs[2]] * input.BoneWeights[2];
boneTransform += ubo.bones[input.BoneIDs[3]] * input.BoneWeights[3];
output.Color = input.Color;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, mul(boneTransform, float4(input.Pos.xyz, 1.0)))));
float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
output.Normal = mul((float3x3)mul(ubo.model, boneTransform), input.Normal);
output.LightVec = ubo.lightPos.xyz - pos.xyz;
output.ViewVec = ubo.viewPos.xyz - pos.xyz;
return output;
}