Last change
on this file since 10256 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
|
Line | |
---|
1 | struct vertexIn |
---|
2 | { |
---|
3 | float4 position : POSITION; |
---|
4 | float4 normal : NORMAL; |
---|
5 | float2 uv : TEXCOORD0; |
---|
6 | }; |
---|
7 | |
---|
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.