Torque3D/Templates/Empty/game/shaders/common/wavesV.hlsl
2012-09-19 11:29:55 -04:00

91 lines
3.3 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.
//-----------------------------------------------------------------------------
#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;
}