reflectionProbePreviewV.hlsl 2.1 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 "shaders/common/hlslStructs.hlsl"
  23. #include "shaders/common/shaderModel.hlsl"
  24. struct VertData
  25. {
  26. float3 pos : POSITION;
  27. float tangentW : TEXCOORD3;
  28. float3 normal : NORMAL;
  29. float3 T : TANGENT;
  30. float2 texCoord : TEXCOORD0;
  31. };
  32. struct ConvexConnectV
  33. {
  34. float4 hpos : TORQUE_POSITION;
  35. float4 wsEyeDir : TEXCOORD0;
  36. float4 ssPos : TEXCOORD1;
  37. float4 vsEyeDir : TEXCOORD2;
  38. };
  39. uniform float4x4 modelview;
  40. uniform float4x4 objTrans;
  41. uniform float4x4 worldViewOnly;
  42. uniform float3 eyePosWorld;
  43. ConvexConnectV main( VertData IN )
  44. {
  45. ConvexConnectV OUT;
  46. OUT.hpos = mul( modelview, float4(IN.pos,1.0) );
  47. OUT.wsEyeDir = mul(objTrans, float4(IN.pos, 1.0)) - float4(eyePosWorld, 0.0);
  48. OUT.vsEyeDir = mul(worldViewOnly, float4(IN.pos, 1.0));
  49. OUT.ssPos = OUT.hpos;
  50. return OUT;
  51. }