48 lines
6.5 KiB
HLSL
48 lines
6.5 KiB
HLSL
|
VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
|
||
|
{
|
||
|
VertexDescriptionInputs output;
|
||
|
ZERO_INITIALIZE(VertexDescriptionInputs, output);
|
||
|
|
||
|
$VertexDescriptionInputs.ObjectSpaceNormal: output.ObjectSpaceNormal = input.normalOS;
|
||
|
$VertexDescriptionInputs.WorldSpaceNormal: output.WorldSpaceNormal = TransformObjectToWorldNormal(input.normalOS);
|
||
|
$VertexDescriptionInputs.ViewSpaceNormal: output.ViewSpaceNormal = TransformWorldToViewDir(output.WorldSpaceNormal);
|
||
|
$VertexDescriptionInputs.TangentSpaceNormal: output.TangentSpaceNormal = float3(0.0f, 0.0f, 1.0f);
|
||
|
$VertexDescriptionInputs.ObjectSpaceTangent: output.ObjectSpaceTangent = input.tangentOS.xyz;
|
||
|
$VertexDescriptionInputs.WorldSpaceTangent: output.WorldSpaceTangent = TransformObjectToWorldDir(input.tangentOS.xyz);
|
||
|
$VertexDescriptionInputs.ViewSpaceTangent: output.ViewSpaceTangent = TransformWorldToViewDir(output.WorldSpaceTangent);
|
||
|
$VertexDescriptionInputs.TangentSpaceTangent: output.TangentSpaceTangent = float3(1.0f, 0.0f, 0.0f);
|
||
|
$VertexDescriptionInputs.ObjectSpaceBiTangent: output.ObjectSpaceBiTangent = normalize(cross(input.normalOS, input.tangentOS.xyz) * (input.tangentOS.w > 0.0f ? 1.0f : -1.0f) * GetOddNegativeScale());
|
||
|
$VertexDescriptionInputs.WorldSpaceBiTangent: output.WorldSpaceBiTangent = TransformObjectToWorldDir(output.ObjectSpaceBiTangent);
|
||
|
$VertexDescriptionInputs.ViewSpaceBiTangent: output.ViewSpaceBiTangent = TransformWorldToViewDir(output.WorldSpaceBiTangent);
|
||
|
$VertexDescriptionInputs.TangentSpaceBiTangent: output.TangentSpaceBiTangent = float3(0.0f, 1.0f, 0.0f);
|
||
|
$VertexDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = input.positionOS;
|
||
|
$VertexDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = TransformObjectToWorld(input.positionOS);
|
||
|
$VertexDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(output.WorldSpacePosition);
|
||
|
$VertexDescriptionInputs.TangentSpacePosition: output.TangentSpacePosition = float3(0.0f, 0.0f, 0.0f);
|
||
|
$VertexDescriptionInputs.AbsoluteWorldSpacePosition: output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS));
|
||
|
$VertexDescriptionInputs.ObjectSpacePositionPredisplacement: output.ObjectSpacePositionPredisplacement = input.positionOS;
|
||
|
$VertexDescriptionInputs.WorldSpacePositionPredisplacement: output.WorldSpacePositionPredisplacement = TransformObjectToWorld(input.positionOS);
|
||
|
$VertexDescriptionInputs.ViewSpacePositionPredisplacement: output.ViewSpacePositionPredisplacement = TransformWorldToView(output.WorldSpacePosition);
|
||
|
$VertexDescriptionInputs.TangentSpacePositionPredisplacement: output.TangentSpacePositionPredisplacement = float3(0.0f, 0.0f, 0.0f);
|
||
|
$VertexDescriptionInputs.AbsoluteWorldSpacePositionPredisplacement: output.AbsoluteWorldSpacePositionPredisplacement = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS));
|
||
|
$VertexDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(output.WorldSpacePosition);
|
||
|
$VertexDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection);
|
||
|
$VertexDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection);
|
||
|
$VertexDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
|
||
|
$VertexDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform);
|
||
|
$VertexDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(output.WorldSpacePosition), _ProjectionParams.x);
|
||
|
$VertexDescriptionInputs.NDCPosition: output.NDCPosition = output.ScreenPosition.xy / output.ScreenPosition.w;
|
||
|
$VertexDescriptionInputs.PixelPosition: output.PixelPosition = float2(output.NDCPosition.x, 1.0f - output.NDCPosition.y) * GetScaledScreenParams().xy;
|
||
|
$VertexDescriptionInputs.uv0: output.uv0 = input.uv0;
|
||
|
$VertexDescriptionInputs.uv1: output.uv1 = input.uv1;
|
||
|
$VertexDescriptionInputs.uv2: output.uv2 = input.uv2;
|
||
|
$VertexDescriptionInputs.uv3: output.uv3 = input.uv3;
|
||
|
$VertexDescriptionInputs.VertexColor: output.VertexColor = input.color;
|
||
|
$VertexDescriptionInputs.TimeParameters: output.TimeParameters = _TimeParameters.xyz;
|
||
|
$VertexDescriptionInputs.BoneWeights: output.BoneWeights = input.weights;
|
||
|
$VertexDescriptionInputs.BoneIndices: output.BoneIndices = input.indices;
|
||
|
$VertexDescriptionInputs.VertexID: output.VertexID = input.vertexID;
|
||
|
|
||
|
return output;
|
||
|
}
|