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- // v2fConnector.HPOS is set to be the homogenous space coordinate
- // v2f.diffCol is set to be the texture coordinate
- // v2f.worldEyeDir is set to be the eye direction (from eye) in world space
- // v2f.worldTanMatrixX is set to be the tangentMatrix X-row in world space
- // v2f.worldTanMatrixY is set to be the tangentMatrix Y-row in world space
- // v2f.worldTanMatrixZ is set to be the tangentMatrix Z-row in world space
- // v2f.SkinSilouetteVec is set to be the skin silouette vector
- // InverseTransposes not used, as we assume no nonuniform scales.
-
-
- // vecMul(matrix, float3) multiplies like a vector instead of point (no translate)
- float3 vecMul(const float4x4 matrix, const float3 vec){
- return(float3(dot(vec, matrix._11_12_13),
- dot(vec, matrix._21_22_23),
- dot(vec, matrix._31_32_33)));
- }
-
- struct a2vConnector : application2vertex {
- float4 coord;
- float4 normal;
- float4 tangent;
- float4 boneWeight0_3;
- float4 boneIndex0_3;
- float4 diffCol;
- };
-
- struct v2fConnector : vertex2fragment {
- float4 HPOS :HPOS;
- float4 diffCol :TEX0;
- float3 worldEyeDir :TEX1;
- float3 worldTanMatrixX :TEX5;
- float3 worldTanMatrixY :TEX6;
- float3 worldTanMatrixZ :TEX7;
- float4 SkinSilouetteVec :TEX2;
- };
-
- v2fConnector main(a2vConnector a2v,
- const uniform float4x4 model[8],
- const uniform float4 globalCamPos,
- const uniform float4x4 view,
- const uniform float4x4 proj){
- v2fConnector v2f;
-
- v2f.diffCol = a2v.diffCol;
-
- float4 objectCoord = a2v.coord;
- float4 worldCoord = a2v.boneWeight0_3.x * mul(model[a2v.boneIndex0_3.x], objectCoord);
- worldCoord = worldCoord + a2v.boneWeight0_3.y * mul(model[a2v.boneIndex0_3.y], objectCoord);
- worldCoord = worldCoord + a2v.boneWeight0_3.z * mul(model[a2v.boneIndex0_3.z], objectCoord);
- worldCoord = worldCoord + a2v.boneWeight0_3.w * mul(model[a2v.boneIndex0_3.w], objectCoord);
- float4 worldEyePos = globalCamPos;
- float3 worldEyeDir = normalize(worldCoord.xyz - worldEyePos.xyz);
- v2f.worldEyeDir = worldEyeDir;
-
- float4 objectNormal = a2v.normal;
- float3 worldNormal = a2v.boneWeight0_3.x * vecMul(model[a2v.boneIndex0_3.x], objectNormal.xyz);
- worldNormal = worldNormal + a2v.boneWeight0_3.y * vecMul(model[a2v.boneIndex0_3.y], objectNormal.xyz);
- worldNormal = worldNormal + a2v.boneWeight0_3.z * vecMul(model[a2v.boneIndex0_3.z], objectNormal.xyz);
- worldNormal = worldNormal + a2v.boneWeight0_3.w * vecMul(model[a2v.boneIndex0_3.w], objectNormal.xyz);
- worldNormal = normalize(worldNormal);
- float4 objectTangent = a2v.tangent;
- float4 worldTangent;
- worldTangent.xyz = a2v.boneWeight0_3.x * vecMul(model[a2v.boneIndex0_3.x], objectTangent.xyz);
- worldTangent.xyz = worldTangent.xyz + a2v.boneWeight0_3.y * vecMul(model[a2v.boneIndex0_3.y], objectTangent.xyz);
- worldTangent.xyz = worldTangent.xyz + a2v.boneWeight0_3.z * vecMul(model[a2v.boneIndex0_3.z], objectTangent.xyz);
- worldTangent.xyz = worldTangent.xyz + a2v.boneWeight0_3.w * vecMul(model[a2v.boneIndex0_3.w], objectTangent.xyz);
- worldTangent.xyz = normalize(worldTangent.xyz);
- worldTangent.w = objectTangent.w;
- float3 worldBinormal = worldTangent.w * normalize(cross(worldNormal, worldTangent.xyz));
- float3 worldTanMatrixX = float3(worldTangent.x, worldBinormal.x, worldNormal.x);
- v2f.worldTanMatrixX = worldTanMatrixX;
-
- float3 worldTanMatrixY = float3(worldTangent.y, worldBinormal.y, worldNormal.y);
- v2f.worldTanMatrixY = worldTanMatrixY;
-
- float3 worldTanMatrixZ = float3(worldTangent.z, worldBinormal.z, worldNormal.z);
- v2f.worldTanMatrixZ = worldTanMatrixZ;
-
- float4 eyeEyePos = {0.0f, 0.0f, 0.0f, 1.0f};
- float4 eyeCoord = mul(view, worldCoord);
- float3 eyeEyeVec = normalize(eyeEyePos.xyz - eyeCoord.xyz);
- float3 eyeNormal = vecMul(view, worldNormal);
- float VdotN = abs(dot(eyeEyeVec, eyeNormal));
- float oneMinusVdotN = 1.0-VdotN;
- float4 skinSilouetteVec;
- skinSilouetteVec.x = objectNormal.w;
- skinSilouetteVec.y = oneMinusVdotN*oneMinusVdotN;
- skinSilouetteVec.z = oneMinusVdotN;
- v2f.SkinSilouetteVec = skinSilouetteVec;
-
- float4 hpos = mul(proj, eyeCoord);
- v2f.HPOS = hpos;
-
- return v2f;
- }