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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
- // 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;
- float3 normal;
- float4 tangent;
- float4 diffCol;
- };
-
- struct v2fConnector : vertex2fragment {
- float4 HPOS :HPOS;
- float4 diffCol :TEX0;
- float3 worldEyeDir :TEX1;
- float3 worldTanMatrixX :TEX5;
- float3 worldTanMatrixY :TEX6;
- float3 worldTanMatrixZ :TEX7;
- };
-
- v2fConnector main(a2vConnector a2v,
- const uniform float4x4 model,
- const uniform float4 globalCamPos,
- const uniform float4x4 viewProj){
- v2fConnector v2f;
-
- v2f.diffCol = a2v.diffCol;
-
- float4 objectCoord = a2v.coord;
- float4 worldCoord = mul(model, objectCoord);
- float4 worldEyePos = globalCamPos;
- float3 worldEyeDir = normalize(worldCoord.xyz - worldEyePos.xyz);
- v2f.worldEyeDir = worldEyeDir;
-
- float3 objectNormal = a2v.normal;
- float3 worldNormal = vecMul(model, objectNormal.xyz);
- float4 objectTangent = a2v.tangent;
- float4 worldTangent;
- worldTangent.xyz = vecMul(model, objectTangent.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 hpos = mul(viewProj, worldCoord);
- v2f.HPOS = hpos;
-
- return v2f;
- }