VertexAnimation/Runtime/Shaders/HLSL/VertexAnimation.hlsl

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