//----------------------------------------------------------------------------- // 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; }