bgfx/examples/46-fsr/vs_fsr_forward.sc

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$input a_position, a_normal
$output v_normal, v_texcoord0, v_texcoord1, v_texcoord2
/*
* Copyright 2021 elven cache. All rights reserved.
2022-01-15 22:59:06 +03:00
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#include "../common/common.sh"
void main()
{
// Calculate vertex position
vec3 pos = a_position.xyz;
gl_Position = mul(u_modelViewProj, vec4(pos, 1.0));
vec3 wsPos = mul(u_model[0], vec4(pos, 1.0)).xyz;
// Calculate normal, unpack
vec3 osNormal = a_normal.xyz * 2.0 - 1.0;
// Transform normal into world space
vec3 wsNormal = mul(u_model[0], vec4(osNormal, 0.0)).xyz;
v_normal.xyz = normalize(wsNormal);
v_texcoord0 = a_position.xy * vec2_splat(0.5); // the used mesh does not provide texture coordinates
// Store world space view vector in extra texCoord attribute
vec3 wsCamPos = mul(u_invView, vec4(0.0, 0.0, 0.0, 1.0)).xyz;
vec3 view = normalize(wsCamPos - wsPos);
v_texcoord1 = vec4(wsPos, 1.0);
v_texcoord2 = vec4(view, 1.0);
}