nm_vs.hlsl
资源名称:3dwind2.0.rar [点击查看]
上传用户:xhbjoy
上传日期:2014-10-07
资源大小:38068k
文件大小:2k
源码类别:
游戏引擎
开发平台:
Visual C++
- /******************************************************************************
- Copyright (c) W.J. van der Laan
- 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.
- ******************************************************************************/
- /** Deferred shading framework
- // W.J. :wumpus: van der Laan 2005 //
- Material shader: Normal mapped
- */
- struct VS_OUTPUT {
- float4 pos: POSITION;
- float4 normal: TEXCOORD0;
- float2 texCoord0: TEXCOORD1;
- float depth: TEXCOORD2;
- float3 tangent: TEXCOORD3;
- float3 binormal: TEXCOORD4;
- };
- float4x4 worldViewProj;
- float4x4 world;
- float4x4 worldView;
- VS_OUTPUT main(
- float4 Pos: POSITION,
- float3 normal: NORMAL,
- float2 texCoord0: TEXCOORD0,
- float3 tangent: TEXCOORD1
- ){
- VS_OUTPUT Out;
- Out.normal = mul(worldView, normal);
- float4 projPos = mul(worldViewProj, Pos);
- Out.tangent = mul(worldView, tangent);
- Out.binormal = cross(Out.normal, Out.tangent);
- Out.pos = projPos;
- Out.texCoord0 = texCoord0;
- Out.depth = projPos.w;
- //Out.depth = projPos.z/projPos.w;
- return Out;
- }