// I just reuse this one for the shadow mapping right? uint getCharFromUintArray(uint color, uint index) { return uint((color >> 8 * index) & 0xFF); } struct Input { float3 Position : TEXCOORD0; float3 Normal : TEXCOORD1; float4 Color : TEXCOORD2; float2 UV : TEXCOORD3; uint Bones : TEXCOORD4; uint weights : TEXCOORD5; uint Instance : SV_InstanceID; }; struct Output { float2 TexCoord : TEXCOORD0; float3 WorldPos : TEXCOORD1; float3 Normal: TEXCOORD2; float4 DirectionalShadowFragPos: TEXCOORD3; uint Instance: TEXCOORD4; float3 ScreenNormal: TEXCOORD5; float4 Position : SV_Position; }; struct Scene { float4x4 Model; uint textureMode; // 0 = regular triple, // 0x10 = video yuv, int animation; // -1 means no animation, any non-zero value means an index into the animationBuffer uint flags; // 0 -> 0: always in front // 1 -> 1: useAltCamera uint pad2; }; StructuredBuffer scene: register(t0, space0); struct BoneTransform { float4x4 final; }; StructuredBuffer animationBuffer: register(t1, space0); cbuffer Uniforms : register(b0, space1) { float4x4 ViewProjection; float4x4 NoTranslateView; float4x4 ShadowMapProjection; float time; }; float4x4 ExtractRotation(float4x4 m) { // Extract basis vectors float3 x = float3(m._11, m._12, m._13); float3 y = float3(m._21, m._22, m._23); float3 z = float3(m._31, m._32, m._33); // Remove scale by normalizing each axis x = normalize(x); y = normalize(y); z = normalize(z); // Reconstruct rotation matrix float3x3 m2 = float3x3(x, y, z); return float4x4( float4(m2[0][0], m2[0][1], m2[0][2], 0.0), float4(m2[1][0], m2[1][1], m2[1][2], 0.0), float4(m2[2][0], m2[2][1], m2[2][2], 0.0), float4(0.0, 0.0, 0.0, 1.0) );} Output main(Input input) { Output output; output.TexCoord = input.UV; int animation = scene[input.Instance].animation; float3 vertexPos = input.Position; if(animation != -1) { vertexPos = float3(0.0, 0.0, 0.0); for(int i = 0; i < 4; i += 1) { uint boneIndex = getCharFromUintArray(input.Bones, i); float weight = float(getCharFromUintArray(input.weights, i)) / 255; // this will depend on ozz's finals format BoneTransform boneTransform = animationBuffer[uint(animation) + boneIndex]; vertexPos += weight * ( mul(boneTransform.final, float4(input.Position, 1.0)) ).xyz; } } // float4 pos = float4(input.Position, 1.0); float4 pos = float4(vertexPos, 1.0); // pos.x += 0.2 * sin(time * 0.5 ) * pos.y * 0.5; // pos.y += 0.2 * cos(time * 0.5 ) * pos.z * 0.5; // todo. maybe all world position values should be // transformed into screen space float4 WorldPos = mul(scene[input.Instance].Model, pos); output.Position = mul(ViewProjection, mul(scene[input.Instance].Model, pos)); output.WorldPos = WorldPos.xyz; float4x4 noTranslate = ExtractRotation(scene[input.Instance].Model); output.Normal = normalize(mul(noTranslate, float4(input.Normal, 1.0))).xyz; float4x4 noTranslateScreen = mul(NoTranslateView, noTranslate); output.ScreenNormal = mul(noTranslateScreen, float4(input.Normal, 1.0)).xyz; // output.ScreenNormal = mul(noTranslateScreen, float4(input.Normal, 1.0)).xyz; // output.ScreenNormal = input.Normal; // output.ScreenNormal = float4(input.Normal, 1.0).xyz; output.DirectionalShadowFragPos = mul(ShadowMapProjection, WorldPos); output.Instance = input.Instance; return output; }