Direct3D11 common shader changes.

This commit is contained in:
rextimmy 2016-03-20 21:50:21 +10:00
parent 1ff6f221fb
commit 3a9b50f702
283 changed files with 3547 additions and 1834 deletions

View file

@ -23,10 +23,11 @@
//-----------------------------------------------------------------------------
// Structures
//-----------------------------------------------------------------------------
#include "shaderModel.hlsl"
struct CloudVert
{
float4 pos : POSITION;
float3 pos : POSITION;
float3 normal : NORMAL;
float3 binormal : BINORMAL;
float3 tangent : TANGENT;
@ -35,7 +36,7 @@ struct CloudVert
struct ConnectData
{
float4 hpos : POSITION;
float4 hpos : TORQUE_POSITION;
float4 texCoord12 : TEXCOORD0;
float4 texCoord34 : TEXCOORD1;
float3 vLightTS : TEXCOORD2; // light vector in tangent space, denormalized
@ -61,8 +62,8 @@ ConnectData main( CloudVert IN )
{
ConnectData OUT;
OUT.hpos = mul(modelview, IN.pos);
OUT.hpos = mul(modelview, float4(IN.pos,1.0));
OUT.hpos.w = OUT.hpos.z;
// Offset the uv so we don't have a seam directly over our head.
float2 uv = IN.uv0 + float2( 0.5, 0.5 );
@ -85,7 +86,7 @@ ConnectData main( CloudVert IN )
float3 vBinormalWS = -IN.binormal;
// Compute position in world space:
float4 vPositionWS = IN.pos + float4( eyePosWorld, 1 ); //mul( IN.pos, objTrans );
float4 vPositionWS = float4(IN.pos, 1.0) + float4(eyePosWorld, 1); //mul( IN.pos, objTrans );
// Compute and output the world view vector (unnormalized):
float3 vViewWS = eyePosWorld - vPositionWS.xyz;