hellcat-nardo-felidal/Assets/Dragon/Materials/OptimizedShaders/Blush/CGI_PoiMath.cginc

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2023-09-10 04:16:23 +00:00
#ifndef POI_MATH
#define POI_MATH
#ifndef pi
#define pi float(3.14159265359)
#endif
float4 quaternion_conjugate(float4 v)
{
return float4(
v.x, -v.yzw
);
}
float4 quaternion_mul(float4 v1, float4 v2)
{
float4 result1 = (v1.x * v2 + v1 * v2.x);
float4 result2 = float4(
- dot(v1.yzw, v2.yzw),
cross(v1.yzw, v2.yzw)
);
return float4(result1 + result2);
}
float4 get_quaternion_from_angle(float3 axis, float angle)
{
return float4(
cos(angle / 2.0),
normalize(axis) * sin(angle / 2.0)
);
}
float4 quaternion_from_vector(float3 inVec)
{
return float4(0.0, inVec);
}
float degree_to_radius(float degree)
{
return(
degree / 180.0 * pi
);
}
float3 rotate_with_quaternion(float3 inVec, float3 rotation)
{
float4 qx = get_quaternion_from_angle(float3(1, 0, 0), degree_to_radius(rotation.x));
float4 qy = get_quaternion_from_angle(float3(0, 1, 0), degree_to_radius(rotation.y));
float4 qz = get_quaternion_from_angle(float3(0, 0, 1), degree_to_radius(rotation.z));
#define MUL3(A, B, C) quaternion_mul(quaternion_mul((A), (B)), (C))
float4 quaternion = normalize(MUL3(qx, qy, qz));
float4 conjugate = quaternion_conjugate(quaternion);
float4 inVecQ = quaternion_from_vector(inVec);
float3 rotated = (
MUL3(quaternion, inVecQ, conjugate)
).yzw;
return rotated;
}
float4 transform(float4 input, float4 pos, float4 rotation, float4 scale)
{
input.rgb *= (scale.xyz * scale.w);
input = float4(rotate_with_quaternion(input.xyz, rotation.xyz/* * rotation.w*/) + (pos.xyz/* * pos.w*/), input.w);
return input;
}
#endif