bgfx/examples/43-denoise/vs_denoise_gbuffer.sc
2021-01-02 10:46:43 -08:00

55 lines
1.4 KiB
Python

$input a_position, a_normal, a_texcoord0
$output v_normal, v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3
/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "parameters.sh"
void main()
{
// Calculate vertex position
vec3 pos = a_position.xyz;
gl_Position = mul(u_modelViewProj, vec4(pos, 1.0));
// Calculate previous frame's position
mat4 worldToViewPrev = mat4(
u_worldToViewPrev0,
u_worldToViewPrev1,
u_worldToViewPrev2,
u_worldToViewPrev3
);
mat4 viewToProjPrev = mat4(
u_viewToProjPrev0,
u_viewToProjPrev1,
u_viewToProjPrev2,
u_viewToProjPrev3
);
vec3 wsPos = mul(u_model[0], vec4(pos, 1.0)).xyz;
vec3 vspPos = instMul(worldToViewPrev, vec4(wsPos, 1.0)).xyz;
vec4 pspPos = instMul(viewToProjPrev, vec4(vspPos, 1.0));
// 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_texcoord0;
// Store previous frame projection space position in extra texCoord attribute
v_texcoord1 = pspPos;
// 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_texcoord2 = vec4(wsPos, 1.0);
v_texcoord3 = vec4(wsCamPos, 1.0);
}