Last change
on this file since 10017 was
9425,
checked in by davidsa, 12 years ago
|
Improved glow effect, added some minor documentation to the glow.material file.
|
File size:
1.4 KB
|
Rev | Line | |
---|
[9425] | 1 | struct vertexIn |
---|
[9408] | 2 | { |
---|
[9425] | 3 | float4 position : POSITION; |
---|
| 4 | float4 normal : NORMAL; |
---|
| 5 | float2 uv : TEXCOORD0; |
---|
| 6 | }; |
---|
[9408] | 7 | |
---|
[9425] | 8 | struct vertexOut |
---|
| 9 | { |
---|
| 10 | float4 position : POSITION; //<! transformed position |
---|
| 11 | float2 uv : TEXCOORD0; //<! passing on uv information |
---|
| 12 | float3 worldNormal : TEXCOORD1; //<! surface normal transformed into world |
---|
| 13 | float3 worldView : TEXCOORD2; //<! view direction transformed into world |
---|
| 14 | }; |
---|
| 15 | |
---|
| 16 | vertexOut main(vertexIn input, uniform float4x4 iWorldTMatrix, uniform float4x4 iViewMatrix, uniform float4x4 worldMatrix, uniform float4x4 viewProjMatrix, uniform float inflate ) |
---|
| 17 | { |
---|
| 18 | vertexOut output; |
---|
| 19 | float4 myPosition = input.position; |
---|
| 20 | output.worldNormal=mul(iWorldTMatrix, input.normal).xyz; //transforming the normal |
---|
| 21 | input.normal = normalize(float4(input.normal.xyz,0)); //normalizing the normal according to the three relevant parts |
---|
| 22 | myPosition.xyz += inflate * input.normal; //inflating the model into a bigger shape |
---|
| 23 | myPosition = mul(worldMatrix, myPosition); //transforming position into world |
---|
| 24 | output.worldView = normalize(float3(iViewMatrix[0].w, iViewMatrix[1].w, iViewMatrix[2].w) - myPosition.xyz);//view direction according to world |
---|
| 25 | output.position = mul(viewProjMatrix, myPosition); //finish transformation of the position into the projection space |
---|
| 26 | output.uv = input.uv; //passing on uv information |
---|
| 27 | return output; |
---|
| 28 | } |
---|
Note: See
TracBrowser
for help on using the repository browser.