guiMaterialV.hlsl 1.8 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "hlslStructs.hlsl"
  23. #include "shaderModel.hlsl"
  24. struct MaterialDecoratorConnectV
  25. {
  26. float4 hpos : TORQUE_POSITION;
  27. float2 uv0 : TEXCOORD0;
  28. };
  29. uniform float4x4 modelview : register(C0);
  30. //-----------------------------------------------------------------------------
  31. // Main
  32. //-----------------------------------------------------------------------------
  33. MaterialDecoratorConnectV main( VertexIn_PCT IN )
  34. {
  35. MaterialDecoratorConnectV OUT;
  36. OUT.hpos = mul(modelview, float4(IN.pos,1.0));
  37. OUT.uv0 = IN.uv0;
  38. return OUT;
  39. }