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root |
1.1 |
// data from application to vertex program |
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struct vertexIn { |
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float3 Position : POSITION; // pre-defined registers |
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float4 UV : TEXCOORD0; |
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float4 Normal : NORMAL; |
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}; |
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// vertex shader to pixel shader |
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struct vertexOut { |
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float4 HPosition : POSITION; |
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float4 TexCoord : TEXCOORD0; |
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float3 LightVec : TEXCOORD1; |
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float3 WorldNormal : TEXCOORD2; |
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float3 WorldPos : TEXCOORD3; |
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float3 WorldView : TEXCOORD4; |
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}; |
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// vertex shader |
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root |
1.2 |
vertexOut main(vertexIn IN, // vertex input from app |
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uniform float4x4 WorldViewProj, |
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uniform float4x4 WorldProj, |
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uniform float3 LightPos |
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root |
1.1 |
) |
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{ |
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vertexOut OUT; // output of the vertex shader |
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root |
1.2 |
OUT.WorldNormal = mul(WorldProj, IN.Normal).xyz; |
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root |
1.1 |
// position in object coords: |
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root |
1.2 |
float4 Po = float4(IN.Position.x,IN.Position.y, IN.Position.z,1.0); |
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float3 Pw = mul(WorldProj, Po).xyz; // pos in world coord |
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root |
1.1 |
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OUT.WorldPos = Pw; // pos in world coords |
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OUT.LightVec = LightPos - Pw; // light vector |
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OUT.TexCoord = IN.UV; // original tex coords |
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// view vector in world coords: |
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root |
1.2 |
OUT.WorldView = normalize (WorldViewProj[3].xyz - Pw); |
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root |
1.1 |
// pos in clip coords: |
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OUT.HPosition = mul(WorldViewProj, Po); |
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return OUT; // output of vertex shader |
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} |
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