Torque3D/Templates/Full/game/shaders/common/planarReflectV.hlsl
2012-09-19 11:54:25 -04:00

56 lines
2.4 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 "hlslStructs.h"
//-----------------------------------------------------------------------------
// Structures
//-----------------------------------------------------------------------------
struct ConnectData
{
float4 hpos : POSITION;
float2 texCoord : TEXCOORD0;
float4 tex2 : TEXCOORD1;
};
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
ConnectData main( VertexIn_PNTTTB IN,
uniform float4x4 modelview : register(C0)
)
{
ConnectData OUT;
OUT.hpos = mul(modelview, IN.pos);
float4x4 texGenTest = { 0.5, 0.0, 0.0, 0.5,
0.0, -0.5, 0.0, 0.5,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0 };
OUT.texCoord = IN.uv0;
OUT.tex2 = mul( texGenTest, OUT.hpos );
return OUT;
}