LightMaterial_vs.glsl
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
- */
- varying vec2 texCoord;
- varying vec3 projCoord;
- uniform float vpWidth;
- uniform float vpHeight;
- uniform mat4 invProj;
- void main()
- {
- vec4 projPos = gl_ModelViewProjectionMatrix * gl_Vertex;
- projPos = projPos/projPos.w;
- // projPos is now in nonhomogeneous 2d space -- this makes sure no perspective interpolation is
- // done that could mess with our concept.
- //gl_Position = projPos;
- vec2 texSize = vec2(vpWidth, vpHeight);
- vec2 tcTemp = vec2(projPos[0], projPos[1])/2.0+0.5;
- tcTemp = (floor(tcTemp * texSize)+0.5)/texSize;
- //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
- projCoord = vec3(projPos[0], projPos[1], 1)*vec3(
- invProj[0][0], // X vector component from X
- invProj[1][1], // Y vector component from Y
- invProj[3][2] // Z vector component from W
- );
- //projCoord = vec3(invProj*vec4(projPos[0], projPos[1], 0, 1));
- // Texture coordinate magic, this compensates for jitter
- texCoord = vec2(tcTemp[0], 1.0-tcTemp[1]);
- gl_Position = vec4((tcTemp-0.5)*2.0, 0.0, 1.0);
- }