mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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56 lines
2.1 KiB
HLSL
56 lines
2.1 KiB
HLSL
//-----------------------------------------------------------------------------
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// Copyright (c) 2016 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 "shaderModel.hlsl"
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struct Conn
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{
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float4 hpos : TORQUE_POSITION;
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float3 face_pos_x : TEXCOORD0;
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float3 face_neg_x : TEXCOORD1;
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float3 face_pos_y : TEXCOORD2;
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float3 face_neg_y : TEXCOORD3;
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float3 face_pos_z : TEXCOORD4;
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float3 face_neg_z : TEXCOORD5;
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};
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uniform float4x4 matrix0;
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uniform float4x4 matrix1;
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uniform float4x4 matrix2;
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uniform float4x4 matrix3;
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uniform float4x4 matrix4;
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uniform float4x4 matrix5;
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Conn main(uint id: SV_VertexID)
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{
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Conn Out;
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float4 vertex = float4(float2((id << 1) & 2, id & 2) * float2(2, -2) + float2(-1, 1), 0, 1);
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Out.hpos = vertex;
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Out.face_pos_x = mul(matrix0, vertex).xyz;
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Out.face_neg_x = mul(matrix1, vertex).xyz;
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Out.face_pos_y = mul(matrix2, vertex).xyz;
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Out.face_neg_y = mul(matrix3, vertex).xyz;
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Out.face_pos_z = mul(matrix4, vertex).xyz;
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Out.face_neg_z = mul(matrix5, vertex).xyz;
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return Out;
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}
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