LightMaterial_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:3k
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 //
- Post shader: Light geometry material
- */
- struct VS_OUTPUT {
- float4 pos: POSITION;
- float2 texCoord: TEXCOORD0;
- float3 projCoord: TEXCOORD1;
- };
- uniform float vpWidth, vpHeight;
- uniform float4x4 worldViewProj;
- uniform float4x4 invProj;
- VS_OUTPUT main(
- float4 Pos: POSITION
- ){
- VS_OUTPUT Out;
- float4 projPos = mul(worldViewProj, Pos);
- projPos = projPos/projPos.w;
- //projPos[2] = 0;
- // projPos is now in nonhomogeneous 2d space -- this makes sure no perspective interpolation is
- // done that could mess with our concept.
- Out.pos = projPos;
- //float3 position = mul(invProj, float4(projCoord, 0, 1))*distance;
- // Acquire view space position via inverse projection transformation
- // Optimisation for perspective, symmetric view frustrums
- // These interpolate over the frustrum plane for w=1
- Out.projCoord = float3(projPos[0], projPos[1], 1)*float3(
- invProj[0][0], // X vector component from X
- invProj[1][1], // Y vector component from Y
- invProj[2][3] // Z vector component from W
- );
- // Texture coordinate magic, this compensates for jitter
- float2 texCoord = float2(projPos[0]/2+0.5, -projPos[1]/2+0.5);
- float2 texSize = float2(vpWidth, vpHeight);
- texCoord = floor(texCoord * texSize)/texSize;
- Out.texCoord = texCoord;
- return Out;
- }