mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-24 06:34:45 +00:00
59 lines
2.1 KiB
HLSL
59 lines
2.1 KiB
HLSL
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "shaders/common/hlslStructs.hlsl"
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#include "shaders/common/shaderModel.hlsl"
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struct VertData
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{
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float3 pos : POSITION;
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float tangentW : TEXCOORD3;
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float3 normal : NORMAL;
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float3 T : TANGENT;
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float2 texCoord : TEXCOORD0;
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};
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struct ConvexConnectV
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{
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float4 hpos : TORQUE_POSITION;
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float4 wsEyeDir : TEXCOORD0;
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float4 ssPos : TEXCOORD1;
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float4 vsEyeDir : TEXCOORD2;
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};
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uniform float4x4 modelview;
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uniform float4x4 objTrans;
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uniform float4x4 worldViewOnly;
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uniform float3 eyePosWorld;
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ConvexConnectV main( VertData IN )
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{
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ConvexConnectV OUT;
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OUT.hpos = mul( modelview, float4(IN.pos,1.0) );
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OUT.wsEyeDir = mul(objTrans, float4(IN.pos, 1.0)) - float4(eyePosWorld, 0.0);
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OUT.vsEyeDir = mul(worldViewOnly, float4(IN.pos, 1.0));
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OUT.ssPos = OUT.hpos;
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return OUT;
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}
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