2024-04-01 00:21:51 +02:00

84 lines
2.4 KiB
GLSL

/////////////
// 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;
}