Files
maszyna/betterRenderer/shaders/default_vertex.hlsl

59 lines
1.7 KiB
HLSL

#pragma pack_matrix(column_major)
struct VertexInput {
float3 m_Position : Position;
float3 m_Normal : Normal;
float2 m_TexCoord : TexCoord;
float4 m_Tangent : Tangent;
};
#ifdef PREPASS
struct VertexOutput {
float2 m_TexCoord : TexCoord;
float4 m_PositionSV : SV_Position;
};
#else
struct VertexOutput {
float3 m_Position : Position;
float3 m_Normal : Normal;
float2 m_TexCoord : TexCoord;
float4 m_Tangent : Tangent;
float4 m_PositionSV : SV_Position;
float4 m_PositionCS : PositionCS;
float4 m_HistoryPositionCS : HistoryPositionCS;
};
#endif
cbuffer VertexConstants : register(b0) {
float4x4 g_JitteredProjection;
float4x4 g_Projection;
float4x4 g_ProjectionHistory;
};
#include "manul/draw_constants.hlsli"
#ifdef NO_JITTER
#define PROJECTION g_Projection
#else
#define PROJECTION g_JitteredProjection
#endif
VertexOutput main(in VertexInput vs_in) {
VertexOutput result;
float4x3 model_view = GetModelView();
float4x3 model_view_history = GetModelViewHistory();
float3 view_space_position = mul(float4(vs_in.m_Position, 1.), model_view).xyz;
result.m_TexCoord = vs_in.m_TexCoord;
result.m_PositionSV = mul(PROJECTION, float4(view_space_position, 1.));
#ifndef PREPASS
result.m_Normal = mul(float4(vs_in.m_Normal, 0.), model_view).xyz;
result.m_Position = view_space_position;
result.m_Tangent.xyz = mul(float4(vs_in.m_Tangent.xyz, 0.), model_view).xyz;
result.m_Tangent.w = vs_in.m_Tangent.w;
result.m_PositionCS = mul(g_Projection, float4(result.m_Position, 1.));
float3 history_position = mul(float4(vs_in.m_Position, 1.), model_view_history);
result.m_HistoryPositionCS = mul(g_ProjectionHistory, float4(history_position, 1.));
#endif
return result;
}