2022-06-14 00:32:33 +00:00
|
|
|
#define_import_path bevy_pbr::mesh_functions
|
|
|
|
|
|
|
|
fn mesh_position_local_to_world(model: mat4x4<f32>, vertex_position: vec4<f32>) -> vec4<f32> {
|
|
|
|
return model * vertex_position;
|
|
|
|
}
|
|
|
|
|
|
|
|
fn mesh_position_world_to_clip(world_position: vec4<f32>) -> vec4<f32> {
|
|
|
|
return view.view_proj * world_position;
|
|
|
|
}
|
|
|
|
|
|
|
|
// NOTE: The intermediate world_position assignment is important
|
|
|
|
// for precision purposes when using the 'equals' depth comparison
|
|
|
|
// function.
|
|
|
|
fn mesh_position_local_to_clip(model: mat4x4<f32>, vertex_position: vec4<f32>) -> vec4<f32> {
|
|
|
|
let world_position = mesh_position_local_to_world(model, vertex_position);
|
|
|
|
return mesh_position_world_to_clip(world_position);
|
|
|
|
}
|
|
|
|
|
|
|
|
fn mesh_normal_local_to_world(vertex_normal: vec3<f32>) -> vec3<f32> {
|
2022-08-18 21:54:40 +00:00
|
|
|
// NOTE: The mikktspace method of normal mapping requires that the world normal is
|
|
|
|
// re-normalized in the vertex shader to match the way mikktspace bakes vertex tangents
|
|
|
|
// and normal maps so that the exact inverse process is applied when shading. Blender, Unity,
|
|
|
|
// Unreal Engine, Godot, and more all use the mikktspace method. Do not change this code
|
|
|
|
// unless you really know what you are doing.
|
|
|
|
// http://www.mikktspace.com/
|
|
|
|
return normalize(
|
|
|
|
mat3x3<f32>(
|
|
|
|
mesh.inverse_transpose_model[0].xyz,
|
|
|
|
mesh.inverse_transpose_model[1].xyz,
|
|
|
|
mesh.inverse_transpose_model[2].xyz
|
|
|
|
) * vertex_normal
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Calculates the sign of the determinant of the 3x3 model matrix based on a
|
|
|
|
// mesh flag
|
|
|
|
fn sign_determinant_model_3x3() -> f32 {
|
|
|
|
// bool(u32) is false if 0u else true
|
|
|
|
// f32(bool) is 1.0 if true else 0.0
|
|
|
|
// * 2.0 - 1.0 remaps 0.0 or 1.0 to -1.0 or 1.0 respectively
|
|
|
|
return f32(bool(mesh.flags & MESH_FLAGS_SIGN_DETERMINANT_MODEL_3X3_BIT)) * 2.0 - 1.0;
|
2022-06-14 00:32:33 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
fn mesh_tangent_local_to_world(model: mat4x4<f32>, vertex_tangent: vec4<f32>) -> vec4<f32> {
|
2022-08-18 21:54:40 +00:00
|
|
|
// NOTE: The mikktspace method of normal mapping requires that the world tangent is
|
|
|
|
// re-normalized in the vertex shader to match the way mikktspace bakes vertex tangents
|
|
|
|
// and normal maps so that the exact inverse process is applied when shading. Blender, Unity,
|
|
|
|
// Unreal Engine, Godot, and more all use the mikktspace method. Do not change this code
|
|
|
|
// unless you really know what you are doing.
|
|
|
|
// http://www.mikktspace.com/
|
2022-06-14 00:32:33 +00:00
|
|
|
return vec4<f32>(
|
2022-08-18 21:54:40 +00:00
|
|
|
normalize(
|
|
|
|
mat3x3<f32>(
|
|
|
|
model[0].xyz,
|
|
|
|
model[1].xyz,
|
|
|
|
model[2].xyz
|
|
|
|
) * vertex_tangent.xyz
|
|
|
|
),
|
|
|
|
// NOTE: Multiplying by the sign of the determinant of the 3x3 model matrix accounts for
|
|
|
|
// situations such as negative scaling.
|
|
|
|
vertex_tangent.w * sign_determinant_model_3x3()
|
2022-06-14 00:32:33 +00:00
|
|
|
);
|
|
|
|
}
|