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-rw-r--r--3rdparty/bgfx/examples/31-rsm/vs_rsm_gbuffer.sc27
1 files changed, 27 insertions, 0 deletions
diff --git a/3rdparty/bgfx/examples/31-rsm/vs_rsm_gbuffer.sc b/3rdparty/bgfx/examples/31-rsm/vs_rsm_gbuffer.sc
new file mode 100644
index 00000000000..123e4fbf4af
--- /dev/null
+++ b/3rdparty/bgfx/examples/31-rsm/vs_rsm_gbuffer.sc
@@ -0,0 +1,27 @@
+$input a_position, a_normal
+$output v_normal
+
+/*
+ * Copyright 2016 Joseph Cherlin. All rights reserved.
+ * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
+ */
+
+
+#include "../common/common.sh"
+
+uniform vec4 u_tint;
+
+void main()
+{
+ // Calculate vertex position
+ vec3 pos = a_position;
+ gl_Position = mul(u_modelViewProj, vec4(pos, 1.0) );
+
+ // Calculate normal. Note that compressed normal is stored in the vertices
+ vec3 normalObjectSpace = a_normal.xyz*2.0+-1.0; // Normal is stored in [0,1], remap to [-1,1].
+
+ // Transform normal into world space.
+ vec3 normalWorldSpace = mul(u_model[0], vec4(normalObjectSpace, 0.0) ).xyz;
+ // Normalize to remove (uniform...) scaling, however, recompress
+ v_normal.xyz = normalize(normalWorldSpace)*0.5+0.5;
+}