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