procedural-3d-engine/shaders/hlsl/deferred/mrt.frag

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// Copyright 2020 Google LLC
Texture2D textureColor : register(t1);
SamplerState samplerColor : register(s1);
Texture2D textureNormalMap : register(t2);
SamplerState samplerNormalMap : register(s2);
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 Color : COLOR0;
[[vk::location(3)]] float3 WorldPos : POSITION0;
[[vk::location(4)]] float3 Tangent : TEXCOORD1;
};
struct FSOutput
{
float4 Position : SV_TARGET0;
float4 Normal : SV_TARGET1;
float4 Albedo : SV_TARGET2;
};
FSOutput main(VSOutput input)
{
FSOutput output = (FSOutput)0;
output.Position = float4(input.WorldPos, 1.0);
// Calculate normal in tangent space
float3 N = normalize(input.Normal);
float3 T = normalize(input.Tangent);
float3 B = cross(N, T);
float3x3 TBN = float3x3(T, B, N);
float3 tnorm = mul(normalize(textureNormalMap.Sample(samplerNormalMap, input.UV).xyz * 2.0 - float3(1.0, 1.0, 1.0)), TBN);
output.Normal = float4(tnorm, 1.0);
output.Albedo = textureColor.Sample(samplerColor, input.UV);
return output;
}