mirror of
https://github.com/maxartz15/VertexAnimation.git
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50 lines
1.3 KiB
HLSL
50 lines
1.3 KiB
HLSL
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#ifndef VERTEXANIMATIONUTILS_INCLUDED
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#define VERTEX_ANIMATION_INCLUDED
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#include "VectorEncodingDecoding.hlsl"
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#include "SampleTexture2DArrayLOD.hlsl"
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float2 VA_UV_float(float2 uv, int maxFrames, float time)
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{
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float2 uvPosition;
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float timeInFrames = frac(time);
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timeInFrames = ceil(timeInFrames * maxFrames);
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timeInFrames /= maxFrames;
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timeInFrames += (1 / maxFrames);
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uvPosition.x = uv.x;
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uvPosition.y = (1 - (timeInFrames)) + (1 - (1 - uv.y));
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return uvPosition;
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}
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void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float time, int maxFrames,
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out float3 outPosition, out float3 outNormal)
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{
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float2 uvPosition = VA_UV_float(uv, maxFrames, time);
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// Position.
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float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
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outPosition = texturePos.xyz;
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// Normal.
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DecodeFloat1ToFloat3_float(texturePos.w, outNormal);
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}
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void VA_ARRAY_float(float2 uv, SamplerState texSampler, Texture2DArray positionMap, float positionMapIndex, float time, int maxFrames,
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out float3 outPosition, out float3 outNormal)
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{
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float2 uvPosition = VA_UV_float(uv, maxFrames, time);
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// Position.
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float4 texturePos;
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SampleTexture2DArrayLOD_float(positionMap, uvPosition, texSampler, positionMapIndex, 0, texturePos);
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outPosition = texturePos.xyz;
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// Normal.
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DecodeFloat1ToFloat3_float(texturePos.w, outNormal);
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}
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#endif
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