normal_visualization.hlsl
src/4.advanced_d3d11/9.1.geometry_shader/normal_visualization.hlsl · 65 lines
// Read matrices row by row, as rin stores them; mul(M, v) is then M * v.
#pragma pack_matrix(row_major)
cbuffer transforms : register(b0)
{
float4x4 model;
float4x4 normal_matrix;
float4x4 view;
float4x4 projection;
float3 view_position;
};
struct vs_in
{
float3 position : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
// Position and normal in world space, where the lighting is done.
struct vs_out
{
float4 position : SV_Position;
float3 world : WORLD;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
vs_out vs_main(vs_in v)
{
vs_out o;
float4 world = mul(model, float4(v.position, 1.0));
o.world = world.xyz;
o.position = mul(projection, mul(view, world));
o.normal = mul((float3x3)normal_matrix, v.normal);
o.uv = v.uv;
return o;
}
struct line_vertex
{
float4 position : SV_Position;
};
// Triangles in, lines out: for each corner, a line from the surface along
// its normal. Two vertices per line, three lines per triangle.
[maxvertexcount(6)]
void gs_main(triangle vs_out input[3], inout LineStream<line_vertex> output)
{
for (int i = 0; i < 3; i++)
{
line_vertex a;
line_vertex b;
a.position = mul(projection, mul(view, float4(input[i].world, 1.0)));
b.position = mul(projection, mul(view, float4(input[i].world + normalize(input[i].normal) * 0.04, 1.0)));
output.Append(a);
output.Append(b);
output.RestartStrip();
}
}
float4 ps_main(line_vertex p) : SV_Target
{
return float4(1.0, 1.0, 0.0, 1.0);
}