Slightly reworked glTF samples
Parent matrices are now applied (where available) Now more in line with the base code glTF loader Refs #964
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11 changed files with 71 additions and 50 deletions
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@ -24,7 +24,7 @@ float4 main(VSOutput input) : SV_TARGET
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float3 N = normalize(input.Normal);
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float3 L = normalize(input.LightVec);
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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) * input.Color;
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float3 specular = pow(max(dot(R, V), 0.0), 16.0) * float3(0.75, 0.75, 0.75);
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return float4(diffuse * color.rgb + specular, 1.0);
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@ -13,6 +13,7 @@ struct UBO
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float4x4 projection;
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float4x4 view;
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float4 lightPos;
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float4 viewPos;
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};
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cbuffer ubo : register(b0) { UBO ubo; }
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@ -42,8 +43,7 @@ VSOutput main(VSInput input)
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float4 pos = mul(ubo.view, float4(input.Pos, 1.0));
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output.Normal = mul((float3x3)ubo.view, input.Normal);
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float3 lPos = mul((float3x3)ubo.view, ubo.lightPos.xyz);
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output.LightVec = lPos - pos.xyz;
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output.ViewVec = -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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return output;
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}
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