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/cvs/libgender/vsh.cg
Revision: 1.1
Committed: Tue Oct 5 06:47:47 2004 UTC (19 years, 8 months ago) by root
Branch: MAIN
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 root 1.1 // data from application to vertex program
2     struct vertexIn {
3     float3 Position : POSITION; // pre-defined registers
4     float4 UV : TEXCOORD0;
5     float4 Normal : NORMAL;
6     };
7     // vertex shader to pixel shader
8     struct vertexOut {
9     float4 HPosition : POSITION;
10     float4 TexCoord : TEXCOORD0;
11     float3 LightVec : TEXCOORD1;
12     float3 WorldNormal : TEXCOORD2;
13     float3 WorldPos : TEXCOORD3;
14     float3 WorldView : TEXCOORD4;
15     };
16    
17     // vertex shader
18     vertexOut mainVS(vertexIn IN, // vertex input from app
19     uniform float4x4 WorldViewProj,// constant parameters
20     uniform float4x4 WorldIT, // from app: various
21     uniform float4x4 World, // transformation
22     uniform float4x4 ViewIT, // matrices and a
23     uniform float3 LightPos // point-light source
24     )
25     {
26     vertexOut OUT; // output of the vertex shader
27     OUT.WorldNormal = mul(WorldIT, IN.Normal).xyz;
28     // position in object coords:
29     float4 Po = float4(IN.Position.x,IN.Position.y,
30     IN.Position.z,1.0);
31     float3 Pw = mul(World, Po).xyz; // pos in world coord
32    
33    
34     OUT.WorldPos = Pw; // pos in world coords
35     OUT.LightVec = LightPos - Pw; // light vector
36     OUT.TexCoord = IN.UV; // original tex coords
37     // view vector in world coords:
38     OUT.WorldView = normalize(ViewIT[3].xyz - Pw);
39     // pos in clip coords:
40     OUT.HPosition = mul(WorldViewProj, Po);
41     return OUT; // output of vertex shader
42     }
43