public PhongShadowsVS() { Name = "PhongShadowsVS"; KeyPart = new TechniqueKey(vs: VertexShaderFlags.Position | VertexShaderFlags.Normal | VertexShaderFlags.TextureUV); Clear(); PhongVSOutputNode oldOutput = (PhongVSOutputNode)Result; InputStruct = Struct.VertexPositionNormalTexture; OutputStruct = VSOut; Add(CBStatic); Add(ConstantBuffer.CBPerFrame); Add(CBPerInstance); MatrixMultiplyNode mShadow = new MatrixMultiplyNode { Input1 = new ReferenceNode { Value = InputStruct[Param.SemanticVariables.Position] }, Input2 = MatrixMultiplyNode.LightWorldViewProjection }; Result = new PhongShadowsVSOutputNode { Position = oldOutput.Position, Normal = oldOutput.Normal, WorldPosition = oldOutput.WorldPosition, Texture = oldOutput.Texture, ShadowProjection = mShadow, Output = OutputStruct }; }
public SkyboxVS() { Name = "SkyboxVS"; Type = ShaderType.Vertex; KeyPart = new TechniqueKey(vs: VertexShaderFlags.Position | VertexShaderFlags.Normal | VertexShaderFlags.TextureUVW); FeatureLevel = FeatureLevel.VS_4_0_Level_9_1; EnableSeparators = true; InputStruct = Struct.VertexPositionNormalTextureUVW; OutputStruct = VSOutput; Add(CBStatic); Add(Structs.ConstantBuffer.CBPerFrame); IVariable position = InputStruct[Param.SemanticVariables.ObjectPosition]; IVariable texture = InputStruct[Param.SemanticVariables.Texture]; CastNode nV3toV4 = new CastNode { Input = new SwizzleNode { Input = new ReferenceNode { Value = position }, Swizzle = new[] { Swizzle.X, Swizzle.Y, Swizzle.Z, Swizzle.Null } }, Output = new Vector { Type = Shaders.Type.Float4, Name = "vPosition" }, Mask = new[] { "0", "0", "0", "1" }, IsVerbose = true }; MatrixMultiplyNode mulPosWVP = new MatrixMultiplyNode { Input1 = nV3toV4, Input2 = MatrixMultiplyNode.WorldViewProjection, Output = new Vector { Type = Shaders.Type.Float4, Name = "vSkyBoxPosition", }, }; Result = new PhongVSOutputNode { Position = new SwizzleNode { Input = mulPosWVP, Swizzle = new[] { Swizzle.X, Swizzle.Y, Swizzle.W, Swizzle.W } }, Texture = new ReferenceNode { Value = texture }, Output = OutputStruct }; }
public PhongInstanceVS() { Name = "PhongInstanceVS"; Type = ShaderType.Vertex; KeyPart = new TechniqueKey(vs: VertexShaderFlags.Position | VertexShaderFlags.Normal | VertexShaderFlags.TextureUV | VertexShaderFlags.InstanceWorld); FeatureLevel = FeatureLevel.VS_4_0_Level_9_3; EnableSeparators = true; var instanceStruct = Struct.VertexPositionNormalTexture; instanceStruct.Add(Matrix.EntityInstanceWorld); InputStruct = instanceStruct; OutputStruct = Struct.VertexPositionNormalTextureOut; Structs.ConstantBuffer cbFrame = ConstantBuffer.CBPerFrame; Add(cbFrame); IVariable position = InputStruct[Param.SemanticVariables.ObjectPosition]; IVariable normal = InputStruct[Param.SemanticVariables.Normal]; IVariable texture = InputStruct[Param.SemanticVariables.Texture]; CastNode nV3toV4 = new CastNode { Input = new SwizzleNode { Input = new ReferenceNode { Value = position }, Swizzle = new[] { Swizzle.X, Swizzle.Y, Swizzle.Z, Swizzle.Null } }, Output = new Vector { Type = Shaders.Type.Float4, Name = "vPosition" }, Mask = new[] { "0", "0", "0", "1" }, IsVerbose = true }; ReferenceNode mWorld = new ReferenceNode { Value = InputStruct[Param.SemanticVariables.InstanceWorld], Output = new Matrix { Type = Shaders.Type.Matrix, Name = "mWorld", }, IsVerbose = true }; MatrixMultiplyNode m1m2 = new MatrixMultiplyNode { Input1 = mWorld, Input2 = new ReferenceNode { Value = Matrix.CameraView }, }; MatrixMultiplyNode mulWVP = new MatrixMultiplyNode { Input1 = m1m2, Input2 = new ReferenceNode { Value = Matrix.CameraProjection }, IsVerbose = true }; MatrixMultiplyNode mulPosWVP = new MatrixMultiplyNode { Input1 = nV3toV4, Input2 = mulWVP, }; MatrixMultiplyNode mulWP = new MatrixMultiplyNode { Input1 = nV3toV4, Input2 = mWorld, }; MatrixMultiplyNode mulNormal = new MatrixMultiplyNode { Input1 = new ReferenceNode { Value = normal }, Input2 = CastNode.CastWorldFloat3x3((Matrix)mWorld.Output, "mWorld3x3") }; Result = new PhongVSOutputNode { Position = mulPosWVP, WorldPosition = mulWP, Normal = mulNormal, Texture = new ReferenceNode { Value = texture }, Output = OutputStruct }; }
public PhongVS() { Name = "PhongVS"; Type = ShaderType.Vertex; KeyPart = new TechniqueKey(vs: VertexShaderFlags.Position | VertexShaderFlags.Normal | VertexShaderFlags.TextureUV); FeatureLevel = FeatureLevel.VS_4_0_Level_9_1; EnableSeparators = true; InputStruct = Struct.VertexPositionNormalTexture; OutputStruct = Struct.VertexPositionNormalTextureOut; Structs.ConstantBuffer cbFrame = ConstantBuffer.CBPerFrame; Structs.ConstantBuffer cbInstance = CBPerInstance; Add(cbFrame); Add(cbInstance); IVariable position = InputStruct[Param.SemanticVariables.ObjectPosition]; IVariable normal = InputStruct[Param.SemanticVariables.Normal]; IVariable texture = InputStruct[Param.SemanticVariables.Texture]; CastNode nV3toV4 = new CastNode { Input = new SwizzleNode { Input = new ReferenceNode { Value = position }, Swizzle = new[] { Swizzle.X, Swizzle.Y, Swizzle.Z, Swizzle.Null } }, Output = new Vector { Type = Shaders.Type.Float4, Name = "vPosition" }, Mask = new[] { "0", "0", "0", "1" }, IsVerbose = true }; MatrixMultiplyNode mulPosWVP = new MatrixMultiplyNode { Input1 = nV3toV4, Input2 = MatrixMultiplyNode.WorldViewProjection, }; MatrixMultiplyNode mulWP = new MatrixMultiplyNode { Input1 = nV3toV4, Input2 = new ReferenceNode { Value = Matrix.EntityWorld }, }; MatrixMultiplyNode mulNormal = new MatrixMultiplyNode { Input1 = new ReferenceNode { Value = normal }, Input2 = CastNode.WorldInverseTransposeFloat3x3 }; Result = new PhongVSOutputNode { Position = mulPosWVP, WorldPosition = mulWP, Normal = mulNormal, Texture = new ReferenceNode { Value = texture }, Output = OutputStruct }; }