Torque3D/Templates/BaseGame/game/tools/resources/reflectionProbePreviewV.hlsl

59 lines
2.1 KiB
HLSL

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#include "shaders/common/hlslStructs.hlsl"
#include "shaders/common/shaderModel.hlsl"
struct VertData
{
float3 pos : POSITION;
float tangentW : TEXCOORD3;
float3 normal : NORMAL;
float3 T : TANGENT;
float2 texCoord : TEXCOORD0;
};
struct ConvexConnectV
{
float4 hpos : TORQUE_POSITION;
float4 wsEyeDir : TEXCOORD0;
float4 ssPos : TEXCOORD1;
float4 vsEyeDir : TEXCOORD2;
};
uniform float4x4 modelview;
uniform float4x4 objTrans;
uniform float4x4 worldViewOnly;
uniform float3 eyePosWorld;
ConvexConnectV main( VertData IN )
{
ConvexConnectV OUT;
OUT.hpos = mul( modelview, float4(IN.pos,1.0) );
OUT.wsEyeDir = mul(objTrans, float4(IN.pos, 1.0)) - float4(eyePosWorld, 0.0);
OUT.vsEyeDir = mul(worldViewOnly, float4(IN.pos, 1.0));
OUT.ssPos = OUT.hpos;
return OUT;
}