mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-16 00:54:54 +00:00
Full Template for ticket #1
This commit is contained in:
parent
74f265b3b3
commit
f439dc8dcd
2150 changed files with 286240 additions and 0 deletions
91
Templates/Full/game/shaders/common/wavesV.hlsl
Normal file
91
Templates/Full/game/shaders/common/wavesV.hlsl
Normal file
|
|
@ -0,0 +1,91 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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.h"
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// 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;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Main
|
||||
//-----------------------------------------------------------------------------
|
||||
Conn main( VertexIn_PNTTTB In,
|
||||
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)
|
||||
)
|
||||
{
|
||||
Conn Out;
|
||||
|
||||
Out.HPOS = mul(modelview, In.pos);
|
||||
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;
|
||||
}
|
||||
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue