Update HLSL skeletalanimation shaders with latest changes

This commit is contained in:
Ben Clayton 2020-05-21 15:18:00 +01:00
parent 7b12f89deb
commit b6f2577174
4 changed files with 5 additions and 5 deletions

View file

@ -66,7 +66,7 @@ Shaders written to mirror the GLSL versions at `eddd724`. There have been change
| shadowmapping | ☑ | ☑ | ☑ | ☑
| shadowmappingcascade | ☑ | ☑ | ☑ | ☑
| shadowmappingomni | ☑ | ☑ | ☑ | ☑
| skeletalanimation | ☑ | ☑ | ☑ | ❌
| skeletalanimation | ☑ | ☑ | ☑ | ☑
| specializationconstants | ☑ | ☑ | ☑ | ☑
| sphericalenvmapping | ☑ | ☑ | ☑ | ☑
| ssao | ☑ | ☑ | ☑ | ☑

View file

@ -20,7 +20,7 @@ float4 main(VSOutput input) : SV_TARGET
float3 L = normalize(input.LightVec);
float3 V = normalize(input.ViewVec);
float3 R = reflect(-L, N);
float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);// * input.Color;
float3 diffuse = max(dot(N, L), 0.1) * float3(1.0, 1.0, 1.0) * input.Color;
float3 specular = pow(max(dot(R, V), 0.0), 32.0) * float3(0.5, 0.5, 0.5);
return float4(diffuse * color.rgb + specular, 1.0);
}

View file

@ -48,7 +48,7 @@ VSOutput main(VSInput input)
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.Normal = mul((float3x3)(boneTransform), input.Normal);
output.LightVec = ubo.lightPos.xyz - pos.xyz;
output.ViewVec = ubo.viewPos.xyz - pos.xyz;
return output;

View file

@ -10,8 +10,8 @@ struct VSInput
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
float4x4 model;
float4 lightPos;
float4 viewPos;
float2 uvOffset;
@ -35,7 +35,7 @@ VSOutput main(VSInput input)
float4 pos = float4(input.Pos, 1.0);
output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, pos)));
output.Normal = mul((float3x3)ubo.model, input.Normal);
output.Normal = input.Normal;
output.LightVec = ubo.lightPos.xyz - pos.xyz;
output.ViewVec = ubo.viewPos.xyz - pos.xyz;
return output;