mirror of
https://github.com/holub/mame
synced 2025-10-05 08:41:31 +03:00

* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
41 lines
1.0 KiB
Python
41 lines
1.0 KiB
Python
$input a_position, a_normal, a_tangent, a_texcoord0, i_data0, i_data1, i_data2, i_data3
|
|
$output v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
|
|
|
|
/*
|
|
* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
|
|
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
|
|
*/
|
|
|
|
#include "../common/common.sh"
|
|
|
|
void main()
|
|
{
|
|
mat4 model;
|
|
model[0] = i_data0;
|
|
model[1] = i_data1;
|
|
model[2] = i_data2;
|
|
model[3] = i_data3;
|
|
|
|
vec3 wpos = instMul(model, vec4(a_position, 1.0) ).xyz;
|
|
gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
|
|
|
|
vec4 normal = a_normal * 2.0 - 1.0;
|
|
vec3 wnormal = instMul(model, vec4(normal.xyz, 0.0) ).xyz;
|
|
|
|
vec4 tangent = a_tangent * 2.0 - 1.0;
|
|
vec3 wtangent = instMul(model, vec4(tangent.xyz, 0.0) ).xyz;
|
|
|
|
v_normal = wnormal;
|
|
v_tangent = wtangent;
|
|
v_bitangent = cross(v_normal, v_tangent) * tangent.w;
|
|
|
|
mat3 tbn = mat3(v_tangent, v_bitangent, v_normal);
|
|
|
|
v_wpos = wpos;
|
|
|
|
vec3 weyepos = mul(vec4(0.0, 0.0, 0.0, 1.0), u_view).xyz;
|
|
v_view = instMul(weyepos - wpos, tbn);
|
|
|
|
v_texcoord0 = a_texcoord0;
|
|
}
|