procedural-3d-engine/shaders/hlsl/particlesystem/normalmap.vert
2023-07-16 16:03:29 +02:00

61 lines
No EOL
1.7 KiB
GLSL

// Copyright 2020 Google LLC
struct VSInput
{
[[vk::location(0)]] float3 Pos : POSITION0;
[[vk::location(1)]] float2 UV : TEXCOORD0;
[[vk::location(2)]] float3 Normal : NORMAL0;
[[vk::location(3)]] float4 Tangent : TEXCOORD1;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 normal;
float4 lightPos;
};
cbuffer ubo : register(b0) { UBO ubo; }
struct VSOutput
{
float4 Pos : SV_POSITION;
[[vk::location(0)]] float2 UV : TEXCOORD0;
[[vk::location(1)]] float3 LightVec : TEXCOORD2;
[[vk::location(2)]] float3 LightVecB : TEXCOORD3;
[[vk::location(3)]] float3 LightDir : TEXCOORD4;
[[vk::location(4)]] float3 ViewVec : TEXCOORD1;
};
VSOutput main(VSInput input)
{
VSOutput output = (VSOutput)0;
float3 vertexPosition = mul(ubo.model, float4(input.Pos, 1.0)).xyz;
output.LightDir = normalize(ubo.lightPos.xyz - vertexPosition);
float3 biTangent = cross(input.Normal, input.Tangent.xyz);
// Setup (t)angent-(b)inormal-(n)ormal matrix for converting
// object coordinates into tangent space
float3x3 tbnMatrix;
tbnMatrix[0] = mul((float3x3)ubo.normal, input.Tangent);
tbnMatrix[1] = mul((float3x3)ubo.normal, biTangent);
tbnMatrix[2] = mul((float3x3)ubo.normal, input.Normal);
output.LightVec.xyz = mul(float3(ubo.lightPos.xyz - vertexPosition), tbnMatrix);
float3 lightDist = ubo.lightPos.xyz - input.Pos;
output.LightVecB.x = dot(input.Tangent, lightDist);
output.LightVecB.y = dot(biTangent, lightDist);
output.LightVecB.z = dot(input.Normal, lightDist);
output.ViewVec.x = dot(input.Tangent, input.Pos);
output.ViewVec.y = dot(biTangent, input.Pos);
output.ViewVec.z = dot(input.Normal, input.Pos);
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos, 1.0)));
return output;
}