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1 | |
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2 | void generalPurposeProjection_vp( |
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3 | float4 pos : POSITION, |
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4 | |
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5 | out float4 oPos : POSITION, |
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6 | out float4 texCoord : TEXCOORD0, |
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7 | |
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8 | uniform float4x4 worldViewProjMatrix, |
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9 | uniform float4x4 worldMatrix, |
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10 | uniform float4x4 texViewProjMatrix) |
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11 | { |
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12 | oPos = mul(worldViewProjMatrix, pos); |
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13 | // multiply position by world matrix, then by projective view/proj |
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14 | float4 newpos = mul(worldMatrix, pos); |
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15 | texCoord = mul(texViewProjMatrix, newpos); |
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16 | |
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17 | } |
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18 | |
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19 | void generalPurposeProjection_fp( |
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20 | float4 texCoord : TEXCOORD0, |
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21 | out float4 col : COLOR, |
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22 | uniform sampler2D texMap) |
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23 | { |
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24 | col = tex2Dproj(texMap, texCoord); |
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25 | |
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26 | } |
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27 | |
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28 | |
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