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