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//--------------------------------------------------------------------------------------
// Vertex shaders for stream-out GPU skinning.
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// Globals
//--------------------------------------------------------------------------------------
cbuffer cbBones : register ( b0 )
{
float4x3 bones[BONECOUNT];
}
//--------------------------------------------------------------------------------------
// Input / Output structures
//--------------------------------------------------------------------------------------
struct VS_IN_MEX
{
// Stream 0
float3 Position : POSITION;
float3 Normal : NORMAL;
float4 Tangent : TANGENT;
// Stream 1
#if BONESPERVERTEX == 4
float4 BoneWeights : BLENDWEIGHT;
int4 BoneIndices : BLENDINDICES;
#elif BONESPERVERTEX == 2
float2 BoneWeights : BLENDWEIGHT;
int2 BoneIndices : BLENDINDICES;
#else // 1 bone per vertex
int BoneIndices : BONEINDEX;
#endif
};
struct VS_OUTPUT
{
float3 vPosition : POSITION;
float3 vNormal : TEXCOORD0;
float4 vTangent : TEXCOORD1;
};
// --- Bones ---
inline float4x3 FetchBoneMatrix( int boneIndex )
{
return (float4x3)(bones[boneIndex]);
}
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
VS_OUTPUT VSMain( VS_IN_MEX Input, uniform bool useNormal, uniform bool useTangent)
{
VS_OUTPUT Output = (VS_OUTPUT)0;
#if BONESPERVERTEX == 4
float boneWeights[4] = (float[4])Input.BoneWeights;
int boneIndices[4] = (int[4])Input.BoneIndices;
float4x3 localToWorldMatrix = boneWeights[0] * FetchBoneMatrix(boneIndices[0]) +
boneWeights[1] * FetchBoneMatrix(boneIndices[1]) +
boneWeights[2] * FetchBoneMatrix(boneIndices[2]) +
boneWeights[3] * FetchBoneMatrix(boneIndices[3]);
#elif BONESPERVERTEX == 2
float boneWeights[2] = (float[2])Input.BoneWeights;
int boneIndices[2] = (int[2])Input.BoneIndices;
float4x3 localToWorldMatrix = boneWeights[0] * FetchBoneMatrix(boneIndices[0]) +
boneWeights[1] * FetchBoneMatrix(boneIndices[1]);
#else // 1
int boneIndex = Input.BoneIndices;
float4x3 localToWorldMatrix = FetchBoneMatrix(boneIndex);
#endif
// Position
Output.vPosition = mul( float4(Input.Position.xyz, 1.0), localToWorldMatrix ).xyz;
if (useNormal)
{
Output.vNormal = normalize( mul( float4(Input.Normal.xyz,0.0f), localToWorldMatrix ) ).xyz;
}
// Tangent
if (useTangent)
{
float3 outTangent3 = normalize( mul( float4(Input.Tangent.xyz,0.0f), localToWorldMatrix ) ).xyz;
Output.vTangent = float4(outTangent3, Input.Tangent.w);
}
return Output;
}
// Functions are named StreamOutSkinVS_<components>_<bonespervertex>_<maxbonecount>
#define MERGE(a, b, c, delim) a##delim##b##delim##c
VS_OUTPUT MERGE(StreamOutSkinVS_Position,BONESPERVERTEX,BONECOUNT,_)(VS_IN_MEX Input)
{
return VSMain(Input, false, false);
}
VS_OUTPUT MERGE(StreamOutSkinVS_Position_Normal,BONESPERVERTEX,BONECOUNT,_)(VS_IN_MEX Input)
{
return VSMain(Input, true, false);
}
VS_OUTPUT MERGE(StreamOutSkinVS_Position_Normal_Tangent,BONESPERVERTEX,BONECOUNT,_)(VS_IN_MEX Input)
{
return VSMain(Input, true, true);
}
VS_OUTPUT MERGE(StreamOutSkinVS_Position_Tangent,BONESPERVERTEX,BONECOUNT,_)(VS_IN_MEX Input)
{
return VSMain(Input, false, true);
}
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