2021-09-09 20:42:29 -04:00

18 lines
1.0 KiB
HLSL

// FIXME: Should probably be renamed as we don't need rayIntersection as input anymore (neither do we need incidentDirection)
void BuildFragInputsFromIntersection(IntersectionVertex currentVertex, float3 incidentDirection, out FragInputs outFragInputs)
{
outFragInputs.positionSS = float4(0.0, 0.0, 0.0, 0.0);
outFragInputs.positionRWS = WorldRayOrigin() + WorldRayDirection() * RayTCurrent();
outFragInputs.texCoord0 = currentVertex.texCoord0;
outFragInputs.texCoord1 = currentVertex.texCoord1;
outFragInputs.texCoord2 = currentVertex.texCoord2;
outFragInputs.texCoord3 = currentVertex.texCoord3;
outFragInputs.color = currentVertex.color;
float3 normalWS = normalize(mul(currentVertex.normalOS, (float3x3)WorldToObject3x4()));
float3 tangentWS = normalize(mul(currentVertex.tangentOS.xyz, (float3x3)WorldToObject3x4()));
outFragInputs.tangentToWorld = CreateTangentToWorld(normalWS, tangentWS, sign(currentVertex.tangentOS.w));
outFragInputs.isFrontFace = dot(incidentDirection, outFragInputs.tangentToWorld[2]) < 0.0f;
}