Torque3D/Templates/Full/game/shaders/common/gl/planarReflectV.glsl
2014-04-13 19:55:45 +02:00

51 lines
2.1 KiB
GLSL

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Data
//-----------------------------------------------------------------------------
in vec4 vPosition;
in vec2 vTexCoord0;
uniform mat4 modelview;
out vec2 TEX0;
out vec4 TEX1;
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
void main()
{
mat4 texGenTest = mat4(0.5, 0.0, 0.0, 0.0,
0.0, -0.5, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.0, 1.0);
gl_Position = modelview * vPosition;
TEX0 = vTexCoord0;
TEX1 = texGenTest * gl_Position;
TEX1.y = -TEX1.y;
}