Add shaders re-implemented in HLSL
These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.
See `data/hlsl/README.md` for the current status of each sample.
This commit is contained in:
parent
10a1ecaf7b
commit
cce75f1859
287 changed files with 11263 additions and 0 deletions
55
data/hlsl/skeletalanimation/mesh.vert
Normal file
55
data/hlsl/skeletalanimation/mesh.vert
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
// 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;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue