///////////// // GLOBALS // ///////////// cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; cbuffer CameraBuffer { float3 cameraPosition; float padding; }; ////////////// // TYPEDEFS // ////////////// struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; float3 viewDirection : TEXCOORD1; }; //////////////////////////////////////////////////////////////////////////////// // Vertex Shader //////////////////////////////////////////////////////////////////////////////// PixelInputType SpecMapVertexShader(VertexInputType input) { PixelInputType output; float4 worldPosition; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only and then normalize the final value. output.normal = mul(input.normal, (float3x3)worldMatrix); output.normal = normalize(output.normal); // Calculate the tangent vector against the world matrix only and then normalize the final value. output.tangent = mul(input.tangent, (float3x3)worldMatrix); output.tangent = normalize(output.tangent); // Calculate the binormal vector against the world matrix only and then normalize the final value. output.binormal = mul(input.binormal, (float3x3)worldMatrix); output.binormal = normalize(output.binormal); // Calculate the position of the vertex in the world. worldPosition = mul(input.position, worldMatrix); // Determine the viewing direction based on the position of the camera and the position of the vertex in the world. output.viewDirection = cameraPosition.xyz - worldPosition.xyz; // Normalize the viewing direction vector. output.viewDirection = normalize(output.viewDirection); return output; }