50 lines
966 B
GLSL
50 lines
966 B
GLSL
#include "common.h"
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#include "skin.h"
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// Vertex to Pixel struct
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struct vf
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{
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float2 tc0 : TEXCOORD0;
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float3 v_pos : TEXCOORD1;
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float3 v_nrm : TEXCOORD2;
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float4 hpos : SV_Position;
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};
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vf _main (v_model v)
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{
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vf o;
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o.hpos = mul(m_WVP, v.P); // Homogenous position
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o.tc0 = v.tc.xy; //Texture coordinates
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o.v_pos = mul(m_WV, v.P).xyz; // Position in view space
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o.v_nrm = mul(m_WV, v.N).xyz; // Normal in view space
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return o;
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}
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//Skinning
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#ifdef SKIN_NONE
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vf main(v_model v) { return _main(v); }
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#endif
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#ifdef SKIN_0
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vf main(v_model_skinned_0 v) { return _main(skinning_0(v)); }
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#endif
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#ifdef SKIN_1
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vf main(v_model_skinned_1 v) { return _main(skinning_1(v)); }
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#endif
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#ifdef SKIN_2
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vf main(v_model_skinned_2 v) { return _main(skinning_2(v)); }
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#endif
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#ifdef SKIN_3
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vf main(v_model_skinned_3 v) { return _main(skinning_3(v)); }
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#endif
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#ifdef SKIN_4
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vf main(v_model_skinned_4 v) { return _main(skinning_4(v)); }
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#endif
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