forked from townforge/Urho3D
166 lines
5.0 KiB
HLSL
166 lines
5.0 KiB
HLSL
#if defined(COMPILEVS) || defined(COMPILEGS) || defined(COMPILEDS)
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#ifdef D3D11
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#define OUTPOSITION SV_POSITION
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#else
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#define OUTPOSITION POSITION
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#endif
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#ifdef SKINNED
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float4x3 GetSkinMatrix(float4 blendWeights, int4 blendIndices)
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{
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return cSkinMatrices[blendIndices.x] * blendWeights.x +
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cSkinMatrices[blendIndices.y] * blendWeights.y +
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cSkinMatrices[blendIndices.z] * blendWeights.z +
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cSkinMatrices[blendIndices.w] * blendWeights.w;
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}
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#endif
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float2 GetTexCoord(float2 iTexCoord)
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{
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return float2(dot(iTexCoord, cUOffset.xy) + cUOffset.w, dot(iTexCoord, cVOffset.xy) + cVOffset.w);
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};
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float4 GetClipPos(float3 worldPos)
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{
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return mul(float4(worldPos, 1.0), cViewProj);
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}
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float GetZonePos(float3 worldPos)
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{
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return saturate(mul(float4(worldPos, 1.0), cZone).z);
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}
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float GetDepth(float4 clipPos)
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{
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return dot(clipPos.zw, cDepthMode.zw);
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}
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#if defined(BILLBOARD) || defined(POINTBILLBOARD)
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float3 GetBillboardPos(float4 iPos, float2 iSize, float4x3 modelMatrix)
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{
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return mul(iPos, modelMatrix) + mul(float3(iSize.x, iSize.y, 0.0), cBillboardRot);
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}
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float3 GetBillboardNormal()
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{
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return float3(-cBillboardRot[2][0], -cBillboardRot[2][1], -cBillboardRot[2][2]);
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}
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#endif
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#if defined(DIRBILLBOARD) || defined(POINTDIRBILLBOARD)
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float3x3 GetFaceCameraRotation(float3 position, float3 direction)
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{
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float3 cameraDir = normalize(position - cCameraPos);
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float3 front = normalize(direction);
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float3 right = normalize(cross(front, cameraDir));
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float3 up = normalize(cross(front, right));
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return float3x3(
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right.x, right.y, right.z,
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up.x, up.y, up.z,
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front.x, front.y, front.z
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);
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}
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float3 GetBillboardPos(float4 iPos, float2 iSize, float3 iDirection, float4x3 modelMatrix)
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{
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float3 worldPos = mul(iPos, modelMatrix);
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return worldPos + mul(float3(iSize.x, 0.0, iSize.y), GetFaceCameraRotation(worldPos, iDirection));
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}
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float3 GetBillboardNormal(float4 iPos, float3 iDirection, float4x3 modelMatrix)
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{
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float3 worldPos = mul(iPos, modelMatrix);
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return mul(float3(0.0, 1.0, 0.0), GetFaceCameraRotation(worldPos, iDirection));
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}
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#endif
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#ifdef TRAILFACECAM
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float3 GetTrailPos(float4 iPos, float3 iFront, float iScale, float4x3 modelMatrix)
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{
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float3 up = normalize(cCameraPos - iPos.xyz);
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float3 left = normalize(cross(iFront, up));
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return (mul(float4((iPos.xyz + left * iScale), 1.0), modelMatrix)).xyz;
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}
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float3 GetTrailNormal(float4 iPos)
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{
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return normalize(cCameraPos - iPos.xyz);
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}
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#endif
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#ifdef TRAILBONE
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float3 GetTrailPos(float4 iPos, float3 iParentPos, float iScale, float4x3 modelMatrix)
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{
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float3 right = iParentPos - iPos.xyz;
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return (mul(float4((iPos.xyz + right * iScale), 1.0), modelMatrix)).xyz;
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}
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float3 GetTrailNormal(float4 iPos, float3 iParentPos, float3 iForward)
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{
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float3 left = normalize(iPos.xyz - iParentPos);
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float3 up = -normalize(cross(normalize(iForward), left));
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return up;
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}
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#endif
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#if defined(SKINNED)
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#define iModelMatrix GetSkinMatrix(iBlendWeights, iBlendIndices)
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#elif defined(INSTANCED)
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#define iModelMatrix iModelInstance
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#else
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#define iModelMatrix cModel
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#endif
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#if defined(BILLBOARD) || defined(POINTBILLBOARD)
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#define GetWorldPos(modelMatrix) GetBillboardPos(iPos, iSize, modelMatrix)
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#elif defined(DIRBILLBOARD) || defined(POINTDIRBILLBOARD)
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#define GetWorldPos(modelMatrix) GetBillboardPos(iPos, iSize, iNormal, modelMatrix)
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#elif defined(TRAILFACECAM)
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#define GetWorldPos(modelMatrix) GetTrailPos(iPos, iTangent.xyz, iTangent.w, modelMatrix)
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#elif defined(TRAILBONE)
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#define GetWorldPos(modelMatrix) GetTrailPos(iPos, iTangent.xyz, iTangent.w, modelMatrix)
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#else
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#define GetWorldPos(modelMatrix) mul(iPos, modelMatrix)
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#endif
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#if defined(BILLBOARD)
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#define GetWorldNormal(modelMatrix) GetBillboardNormal()
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#elif defined(DIRBILLBOARD)
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#define GetWorldNormal(modelMatrix) GetBillboardNormal(iPos, iNormal, modelMatrix)
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#elif defined(TRAILFACECAM)
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#define GetWorldNormal(modelMatrix) GetTrailNormal(iPos)
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#elif defined(TRAILBONE)
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#define GetWorldNormal(modelMatrix) GetTrailNormal(iPos, iTangent.xyz, iNormal)
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#else
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#define GetWorldNormal(modelMatrix) normalize(mul(iNormal, (float3x3)modelMatrix))
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#endif
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#if defined(BILLBOARD)
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#define GetWorldTangent(modelMatrix) float4(normalize(mul(float3(1.0, 0.0, 0.0), cBillboardRot)), 1.0)
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#elif defined(DIRBILLBOARD)
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#define GetWorldTangent(modelMatrix) float4(normalize(mul(float3(1.0, 0.0, 0.0), (float3x3)modelMatrix)), 1.0)
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#else
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#define GetWorldTangent(modelMatrix) float4(normalize(mul(iTangent.xyz, (float3x3)modelMatrix)), iTangent.w)
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#endif
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#endif
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#ifdef COMPILEPS
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#ifdef D3D11
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#define OUTCOLOR0 SV_TARGET
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#define OUTCOLOR1 SV_TARGET1
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#define OUTCOLOR2 SV_TARGET2
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#define OUTCOLOR3 SV_TARGET3
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#else
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#define OUTCOLOR0 COLOR0
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#define OUTCOLOR1 COLOR1
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#define OUTCOLOR2 COLOR2
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#define OUTCOLOR3 COLOR3
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#endif
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#endif
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