// {BEGIN_LICENSE} /* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // {END_LICENSE} #pragma once #include #include #include struct VertexInput { float3 m_position : POSITION; float3 m_normal : NORMAL; float4 m_tangent : TANGENT; float3 m_bitangent : BITANGENT; float2 m_uv : UV0; }; struct VertexOutput { float4 m_position : SV_Position; float3 m_normal : NORMAL; float3 m_tangent : TANGENT; float3 m_bitangent : BITANGENT; float2 m_uv : UV0; float3 m_view : VIEW; }; VertexOutput CommonVS(VertexInput input) { float4x4 objectToWorld = ObjectSrg::GetWorldMatrix(); float3x3 objectToWorldIT = ObjectSrg::GetWorldMatrixInverseTranspose(); VertexOutput output; float3 worldPosition = mul(objectToWorld, float4(input.m_position, 1)).xyz; output.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(worldPosition, 1.0)); output.m_uv = input.m_uv; output.m_view = worldPosition - ViewSrg::m_worldPosition; ConstructTBN(input.m_normal, input.m_tangent, input.m_bitangent, objectToWorld, objectToWorldIT, output.m_normal, output.m_tangent, output.m_bitangent); return output; }