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1 | ///////////////////////////////////////////////////////////////////////////////// |
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2 | // |
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3 | // shadowcastervp.cg |
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4 | // |
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5 | // Hamilton Chong |
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6 | // (c) 2006 |
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7 | // |
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8 | // This is an example vertex shader for shadow caster objects. |
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9 | // |
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10 | ///////////////////////////////////////////////////////////////////////////////// |
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11 | |
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12 | |
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13 | // Define inputs from application. |
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14 | struct VertexIn |
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15 | { |
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16 | float4 position : POSITION; // vertex position in object space |
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17 | float4 normal : NORMAL; // vertex normal in object space |
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18 | }; |
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19 | |
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20 | // Define outputs from vertex shader. |
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21 | struct VertexOut |
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22 | { |
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23 | float4 position : POSITION; // post projection position coordinates |
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24 | float4 pos : TEXCOORD0; // ditto. Not all hardware allows access values bound to POSITION in fp. |
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25 | float4 normal : TEXCOORD1; // normal in object space (to be interpolated) |
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26 | float4 modelPos : TEXCOORD2; // position in object space (to be interpolated) |
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27 | }; |
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28 | |
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29 | VertexOut main( VertexIn In, // vertex to process |
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30 | uniform float4x4 uModelViewProjection // model-view-projection matrix |
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31 | ) |
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32 | { |
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33 | VertexOut Out; // output data |
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34 | |
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35 | // Transform vertex position into post projective (homogenous screen) space. |
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36 | Out.position = mul(uModelViewProjection, In.position); |
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37 | Out.pos = mul(uModelViewProjection, In.position); |
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38 | |
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39 | // copy over data to interpolate using perspective correct interpolation |
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40 | Out.normal = float4(In.normal.x, In.normal.y, In.normal.z, 0.0); |
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41 | Out.modelPos = In.position; |
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42 | |
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43 | return Out; |
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44 | } |
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