VertexAnimation/Runtime/Shaders/HLSL/VertexAnimation.hlsl
max f2b6a61d1e Custom encoding/decoding.
Custom vector3 encoding/decoding test.
removed normal decoding from VA functions, this should now be done outside this function to allow easy switching of decoders.

Co-Authored-By: Neeto-rzo <68438932+Neeto-rzo@users.noreply.github.com>
2020-12-08 00:33:06 +01:00

52 lines
1.3 KiB
HLSL

#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 position, out float3 alpha)
{
float2 uvPosition = VA_UV_float(uv, maxFrames, time);
// Position.
float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
position = texturePos.xyz;
// Normal.
//FloatToFloat3_float(texturePos.w, outNormal);
alpha = texturePos.w;
}
void VA_ARRAY_float(float2 uv, SamplerState texSampler, Texture2DArray positionMap, float positionMapIndex, float time, int maxFrames,
out float3 position, out float3 alpha)
{
float2 uvPosition = VA_UV_float(uv, maxFrames, time);
// Position.
float4 texturePos;
SampleTexture2DArrayLOD_float(positionMap, uvPosition, texSampler, positionMapIndex, 0, texturePos);
position = texturePos.xyz;
// Normal.
//FloatToFloat3_float(texturePos.w, outNormal);
alpha = texturePos.w;
}
#endif