axmol/extensions/Effekseer/EffekseerRendererMetal/EffekseerRenderer/Shader/model_distortion_vs.fx

114 lines
3.6 KiB
HLSL

#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct VS_Input
{
float3 Pos;
float3 Normal;
float3 Binormal;
float3 Tangent;
float2 UV;
float4 Color;
uint Index;
};
struct VS_Output
{
float4 PosVS;
float2 UV;
float4 ProjBinormal;
float4 ProjTangent;
float4 PosP;
float4 Color;
};
struct VS_ConstantBuffer
{
float4x4 mCameraProj;
float4x4 mModel_Inst[40];
float4 fUV[40];
float4 fModelColor[40];
float4 fLightDirection;
float4 fLightColor;
float4 fLightAmbient;
float4 mUVInversed;
};
struct main0_out
{
float2 _entryPointOutput_UV [[user(locn0)]];
float4 _entryPointOutput_ProjBinormal [[user(locn1)]];
float4 _entryPointOutput_ProjTangent [[user(locn2)]];
float4 _entryPointOutput_PosP [[user(locn3)]];
float4 _entryPointOutput_Color [[user(locn4)]];
float4 gl_Position [[position]];
};
struct main0_in
{
float3 Input_Pos [[attribute(0)]];
float3 Input_Normal [[attribute(1)]];
float3 Input_Binormal [[attribute(2)]];
float3 Input_Tangent [[attribute(3)]];
float2 Input_UV [[attribute(4)]];
float4 Input_Color [[attribute(5)]];
};
static inline __attribute__((always_inline))
VS_Output _main(VS_Input Input, constant VS_ConstantBuffer& v_31)
{
uint index = Input.Index;
float4x4 mModel = transpose(v_31.mModel_Inst[index]);
float4 uv = v_31.fUV[index];
float4 modelColor = v_31.fModelColor[index] * Input.Color;
VS_Output Output = VS_Output{ float4(0.0), float2(0.0), float4(0.0), float4(0.0), float4(0.0), float4(0.0) };
float4 localPos = float4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
float4 worldPos = localPos * mModel;
Output.PosVS = v_31.mCameraProj * worldPos;
Output.Color = modelColor;
float2 outputUV = Input.UV;
outputUV.x = (outputUV.x * uv.z) + uv.x;
outputUV.y = (outputUV.y * uv.w) + uv.y;
outputUV.y = v_31.mUVInversed.x + (v_31.mUVInversed.y * outputUV.y);
Output.UV = outputUV;
float4 localNormal = float4(Input.Normal.x, Input.Normal.y, Input.Normal.z, 0.0);
float4 localBinormal = float4(Input.Binormal.x, Input.Binormal.y, Input.Binormal.z, 0.0);
float4 localTangent = float4(Input.Tangent.x, Input.Tangent.y, Input.Tangent.z, 0.0);
float4 worldNormal = localNormal * mModel;
float4 worldBinormal = localBinormal * mModel;
float4 worldTangent = localTangent * mModel;
worldNormal = normalize(worldNormal);
worldBinormal = normalize(worldBinormal);
worldTangent = normalize(worldTangent);
Output.ProjBinormal = v_31.mCameraProj * (worldPos + worldBinormal);
Output.ProjTangent = v_31.mCameraProj * (worldPos + worldTangent);
Output.PosP = Output.PosVS;
return Output;
}
vertex main0_out main0(main0_in in [[stage_in]], constant VS_ConstantBuffer& v_31 [[buffer(0)]], uint gl_InstanceIndex [[instance_id]])
{
main0_out out = {};
VS_Input Input;
Input.Pos = in.Input_Pos;
Input.Normal = in.Input_Normal;
Input.Binormal = in.Input_Binormal;
Input.Tangent = in.Input_Tangent;
Input.UV = in.Input_UV;
Input.Color = in.Input_Color;
Input.Index = gl_InstanceIndex;
VS_Output flattenTemp = _main(Input, v_31);
out.gl_Position = flattenTemp.PosVS;
out._entryPointOutput_UV = flattenTemp.UV;
out._entryPointOutput_ProjBinormal = flattenTemp.ProjBinormal;
out._entryPointOutput_ProjTangent = flattenTemp.ProjTangent;
out._entryPointOutput_PosP = flattenTemp.PosP;
out._entryPointOutput_Color = flattenTemp.Color;
return out;
}