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o3de/Templates/DefaultProject/Template/Shaders/CommonVS.azsli

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// {BEGIN_LICENSE}
/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
// {END_LICENSE}
#pragma once
#include <viewsrg.srgi>
#include <Atom/RPI/Assets/ShaderLib/Atom/RPI/ShaderResourceGroups/DefaultObjectSrg.azsli>
#include <Atom/RPI/Assets/ShaderLib/Atom/RPI/TangentSpace.azsli>
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;
}