Update HLSL skeletalanimation shaders with latest changes
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4 changed files with 5 additions and 5 deletions
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@ -66,7 +66,7 @@ Shaders written to mirror the GLSL versions at `eddd724`. There have been change
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| shadowmapping | ☑ | ☑ | ☑ | ☑
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| shadowmapping | ☑ | ☑ | ☑ | ☑
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| shadowmappingcascade | ☑ | ☑ | ☑ | ☑
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| shadowmappingcascade | ☑ | ☑ | ☑ | ☑
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| shadowmappingomni | ☑ | ☑ | ☑ | ☑
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| shadowmappingomni | ☑ | ☑ | ☑ | ☑
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| skeletalanimation | ☑ | ☑ | ☑ | ❌
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| skeletalanimation | ☑ | ☑ | ☑ | ☑
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| specializationconstants | ☑ | ☑ | ☑ | ☑
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| specializationconstants | ☑ | ☑ | ☑ | ☑
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| sphericalenvmapping | ☑ | ☑ | ☑ | ☑
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| sphericalenvmapping | ☑ | ☑ | ☑ | ☑
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| ssao | ☑ | ☑ | ☑ | ☑
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| ssao | ☑ | ☑ | ☑ | ☑
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@ -20,7 +20,7 @@ float4 main(VSOutput input) : SV_TARGET
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float3 L = normalize(input.LightVec);
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float3 L = normalize(input.LightVec);
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float3 V = normalize(input.ViewVec);
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float3 V = normalize(input.ViewVec);
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float3 R = reflect(-L, N);
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float3 R = reflect(-L, N);
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float3 diffuse = max(dot(N, L), 0.0) * float3(1.0, 1.0, 1.0);// * input.Color;
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float3 diffuse = max(dot(N, L), 0.1) * float3(1.0, 1.0, 1.0) * input.Color;
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float3 specular = pow(max(dot(R, V), 0.0), 32.0) * float3(0.5, 0.5, 0.5);
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float3 specular = pow(max(dot(R, V), 0.0), 32.0) * float3(0.5, 0.5, 0.5);
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return float4(diffuse * color.rgb + specular, 1.0);
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return float4(diffuse * color.rgb + specular, 1.0);
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}
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}
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@ -48,7 +48,7 @@ VSOutput main(VSInput input)
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, mul(boneTransform, float4(input.Pos.xyz, 1.0)))));
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, mul(boneTransform, float4(input.Pos.xyz, 1.0)))));
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float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
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float4 pos = mul(ubo.model, float4(input.Pos, 1.0));
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output.Normal = mul((float3x3)mul(ubo.model, boneTransform), input.Normal);
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output.Normal = mul((float3x3)(boneTransform), input.Normal);
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output.LightVec = ubo.lightPos.xyz - pos.xyz;
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output.LightVec = ubo.lightPos.xyz - pos.xyz;
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output.ViewVec = ubo.viewPos.xyz - pos.xyz;
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output.ViewVec = ubo.viewPos.xyz - pos.xyz;
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return output;
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return output;
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@ -10,8 +10,8 @@ struct VSInput
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struct UBO
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struct UBO
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{
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{
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float4x4 projection;
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float4x4 projection;
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float4x4 model;
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float4x4 view;
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float4x4 view;
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float4x4 model;
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float4 lightPos;
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float4 lightPos;
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float4 viewPos;
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float4 viewPos;
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float2 uvOffset;
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float2 uvOffset;
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@ -35,7 +35,7 @@ VSOutput main(VSInput input)
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float4 pos = float4(input.Pos, 1.0);
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float4 pos = float4(input.Pos, 1.0);
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, pos)));
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output.Pos = mul(ubo.projection, mul(ubo.view, mul(ubo.model, pos)));
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output.Normal = mul((float3x3)ubo.model, input.Normal);
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output.Normal = input.Normal;
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output.LightVec = ubo.lightPos.xyz - pos.xyz;
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output.LightVec = ubo.lightPos.xyz - pos.xyz;
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output.ViewVec = ubo.viewPos.xyz - pos.xyz;
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output.ViewVec = ubo.viewPos.xyz - pos.xyz;
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return output;
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return output;
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