diff options
Diffstat (limited to '3rdparty/bgfx/examples/06-bump/vs_bump.sc')
-rw-r--r-- | 3rdparty/bgfx/examples/06-bump/vs_bump.sc | 37 |
1 files changed, 22 insertions, 15 deletions
diff --git a/3rdparty/bgfx/examples/06-bump/vs_bump.sc b/3rdparty/bgfx/examples/06-bump/vs_bump.sc index d41f87fc2fa..6975ccbbf38 100644 --- a/3rdparty/bgfx/examples/06-bump/vs_bump.sc +++ b/3rdparty/bgfx/examples/06-bump/vs_bump.sc @@ -2,36 +2,43 @@ $input a_position, a_normal, a_tangent, a_texcoord0 $output v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0 /* - * Copyright 2011-2018 Branimir Karadzic. All rights reserved. + * Copyright 2011-2019 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "../common/common.sh" +mat3 mtx3FromCols(vec3 c0, vec3 c1, vec3 c2) +{ +#ifdef BGFX_SHADER_LANGUAGE_GLSL + return mat3(c0, c1, c2); +#else + return transpose(mat3(c0, c1, c2)); +#endif +} + void main() { vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz; + v_wpos = wpos; + gl_Position = mul(u_viewProj, vec4(wpos, 1.0) ); vec4 normal = a_normal * 2.0 - 1.0; - vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz; - vec4 tangent = a_tangent * 2.0 - 1.0; - vec3 wtangent = mul(u_model[0], vec4(tangent.xyz, 0.0) ).xyz; - - vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz); - vec3 viewTangent = normalize(mul(u_view, vec4(wtangent, 0.0) ).xyz); - vec3 viewBitangent = cross(viewNormal, viewTangent) * tangent.w; - mat3 tbn = mat3(viewTangent, viewBitangent, viewNormal); - v_wpos = wpos; + vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz; + vec3 wtangent = mul(u_model[0], vec4(tangent.xyz, 0.0) ).xyz; - vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz; - v_view = mul(view, tbn); + v_normal = normalize(wnormal); + v_tangent = normalize(wtangent); + v_bitangent = cross(v_normal, v_tangent) * tangent.w; - v_normal = viewNormal; - v_tangent = viewTangent; - v_bitangent = viewBitangent; + mat3 tbn = mtx3FromCols(v_tangent, v_bitangent, v_normal); + // eye position in world space + vec3 weyepos = mul(vec4(0.0, 0.0, 0.0, 1.0), u_view).xyz; + // tangent space view dir + v_view = mul(weyepos - wpos, tbn); v_texcoord0 = a_texcoord0; } |