| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990 |
- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #define IN_HLSL
- #include "shdrConsts.h"
- #include "hlslStructs.hlsl"
- //-----------------------------------------------------------------------------
- // Constants
- //-----------------------------------------------------------------------------
- struct Conn
- {
- float4 HPOS : POSITION;
- float2 TEX0 : TEXCOORD0;
- float4 tangentToCube0 : TEXCOORD1;
- float4 tangentToCube1 : TEXCOORD2;
- float4 tangentToCube2 : TEXCOORD3;
- float4 outLightVec : TEXCOORD4;
- float3 pos : TEXCOORD5;
- float3 outEyePos : TEXCOORD6;
-
- };
- uniform float4x4 modelview : register(VC_WORLD_PROJ);
- uniform float3x3 cubeTrans : register(VC_CUBE_TRANS);
- uniform float3 cubeEyePos : register(VC_CUBE_EYE_POS);
- uniform float3 inLightVec : register(VC_LIGHT_DIR1);
- uniform float3 eyePos : register(VC_EYE_POS);
- //-----------------------------------------------------------------------------
- // Main
- //-----------------------------------------------------------------------------
- Conn main( VertexIn_PNTTTB In)
- {
- Conn Out;
- Out.HPOS = mul(modelview, float4(In.pos,1.0));
- Out.TEX0 = In.uv0;
-
- float3x3 objToTangentSpace;
- objToTangentSpace[0] = In.T;
- objToTangentSpace[1] = In.B;
- objToTangentSpace[2] = In.normal;
-
-
- Out.tangentToCube0.xyz = mul( objToTangentSpace, cubeTrans[0].xyz );
- Out.tangentToCube1.xyz = mul( objToTangentSpace, cubeTrans[1].xyz );
- Out.tangentToCube2.xyz = mul( objToTangentSpace, cubeTrans[2].xyz );
-
- float3 pos = mul( cubeTrans, In.pos ).xyz;
- float3 eye = cubeEyePos - pos;
- normalize( eye );
- Out.tangentToCube0.w = eye.x;
- Out.tangentToCube1.w = eye.y;
- Out.tangentToCube2.w = eye.z;
- Out.outLightVec.xyz = -inLightVec;
- Out.outLightVec.xyz = mul(objToTangentSpace, Out.outLightVec);
- Out.pos = mul(objToTangentSpace, In.pos.xyz / 100.0);
- Out.outEyePos.xyz = mul(objToTangentSpace, eyePos.xyz / 100.0);
- Out.outLightVec.w = step( 0.0, dot( -inLightVec, In.normal ) );
-
-
- return Out;
- }
|