mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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91 lines
3.3 KiB
HLSL
91 lines
3.3 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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#define IN_HLSL
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#include "shdrConsts.h"
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#include "hlslStructs.h"
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//-----------------------------------------------------------------------------
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// Constants
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//-----------------------------------------------------------------------------
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struct Conn
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{
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float4 HPOS : POSITION;
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float2 TEX0 : TEXCOORD0;
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float4 tangentToCube0 : TEXCOORD1;
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float4 tangentToCube1 : TEXCOORD2;
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float4 tangentToCube2 : TEXCOORD3;
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float4 outLightVec : TEXCOORD4;
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float3 pos : TEXCOORD5;
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float3 outEyePos : TEXCOORD6;
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};
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//-----------------------------------------------------------------------------
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// Main
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//-----------------------------------------------------------------------------
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Conn main( VertexIn_PNTTTB In,
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uniform float4x4 modelview : register(VC_WORLD_PROJ),
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uniform float3x3 cubeTrans : register(VC_CUBE_TRANS),
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uniform float3 cubeEyePos : register(VC_CUBE_EYE_POS),
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uniform float3 inLightVec : register(VC_LIGHT_DIR1),
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uniform float3 eyePos : register(VC_EYE_POS)
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)
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{
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Conn Out;
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Out.HPOS = mul(modelview, In.pos);
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Out.TEX0 = In.uv0;
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float3x3 objToTangentSpace;
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objToTangentSpace[0] = In.T;
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objToTangentSpace[1] = In.B;
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objToTangentSpace[2] = In.normal;
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Out.tangentToCube0.xyz = mul( objToTangentSpace, cubeTrans[0].xyz );
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Out.tangentToCube1.xyz = mul( objToTangentSpace, cubeTrans[1].xyz );
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Out.tangentToCube2.xyz = mul( objToTangentSpace, cubeTrans[2].xyz );
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float3 pos = mul( cubeTrans, In.pos ).xyz;
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float3 eye = cubeEyePos - pos;
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normalize( eye );
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Out.tangentToCube0.w = eye.x;
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Out.tangentToCube1.w = eye.y;
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Out.tangentToCube2.w = eye.z;
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Out.outLightVec.xyz = -inLightVec;
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Out.outLightVec.xyz = mul(objToTangentSpace, Out.outLightVec);
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Out.pos = mul(objToTangentSpace, In.pos.xyz / 100.0);
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Out.outEyePos.xyz = mul(objToTangentSpace, eyePos.xyz / 100.0);
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Out.outLightVec.w = step( 0.0, dot( -inLightVec, In.normal ) );
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return Out;
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}
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