source: GTP/trunk/App/Demos/Illum/Shark3D/version164x12u/IllumDemo/bin/res/levelutil/shader/prog/d3d9_hlsl/gen_brightmap_for_softshmap_d3d9_hlsl_vs1x1.s3d_shadercode_run @ 2196

Revision 2196, 1.7 KB checked in by szirmay, 17 years ago (diff)
Line 
1///////////////////////////////////////////////////////////////////////////////
2//
3//      ##  ######
4//       ######  ###
5//  ## ###############        Shark 3D Engine (www.shark3d.com)
6//   ########## # # #
7//    ########                Copyright (c) 1996-2006 Spinor GmbH.
8//   ######### # # #          All rights reserved.
9//  ##   ##########
10//      ##
11//
12///////////////////////////////////////////////////////////////////////////////
13
14#include \
15    <levelutil/shader/prog/d3d9_hlsl/include_stddef_d3d9_hlsl.s3d_shadercode_run>
16
17///////////////////////////////////////////////////////////////////////////////
18
19struct VS_INPUT
20{
21    float4 posObj: POSITION;
22    S3D_BONE_DECL_STD(boneWgh, boneSubscr)
23};
24
25struct VS_OUTPUT
26{
27    float4 posScr: POSITION;
28    float4 lightProjCoord: TEXCOORD0;
29    float4 lightShmapCoord: TEXCOORD1;
30};
31
32///////////////////////////////////////////////////////////////////////////////
33
34const float4x4 projMat;
35
36S3D_MATBONE_DECL_STD(matBone)
37
38const float4x4 lightProjMat;
39const float4x4 lightShmapMat;
40
41///////////////////////////////////////////////////////////////////////////////
42// Vertexshader
43// Profile: 1x1
44
45VS_OUTPUT main(VS_INPUT input)
46{
47    VS_OUTPUT output = (VS_OUTPUT)0;
48
49    float4x4 matBoneFinal;
50    S3D_BONE_TRANSF_STD(
51            matBoneFinal, matBone, input.boneWgh, input.boneSubscr);
52
53    // Transform vectors by matBoneFinal
54    float4 posView = mul(input.posObj, matBoneFinal);
55
56    output.posScr = mul(posView, projMat);
57
58    output.lightProjCoord = mul(posView, lightProjMat);
59    output.lightShmapCoord = mul(posView, lightShmapMat);
60
61    return output;
62}
63
64///////////////////////////////////////////////////////////////////////////////
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