source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/shaders/mrt.cg @ 3084

Revision 3084, 2.8 KB checked in by mattausch, 16 years ago (diff)
Line 
1// input
2struct vtxin
3{
4  float4 position: POSITION;
5  float4 normal: NORMAL;
6  float4 color: COLOR0;
7  float4 texCoord: TEXCOORD0;
8};
9
10
11// vtx output
12struct vtxout
13{
14        float4 position: POSITION;
15        float4 texCoord: TEXCOORD0;   
16
17        float4 color: COLOR0; 
18        float4 eyePos: TEXCOORD1; // eye position
19        float4 normal: TEXCOORD2;
20};
21
22
23// fragment input
24struct fragin
25{
26        float4 color: COLOR0; 
27        //float4 position: POSITION;
28        float4 texCoord: TEXCOORD0;   
29
30        float4 winPos: WPOS;
31        float4 eyePos: TEXCOORD1; // eye position
32        float4 normal: TEXCOORD2;
33};
34
35
36struct pixel
37{
38        float4 col: COLOR0;
39        float3 norm: COLOR1;
40        float3 pos: COLOR2;
41};
42
43
44#pragma position_invariant vtx
45
46vtxout vtx(vtxin IN)
47{
48        vtxout OUT;
49
50        OUT.color = IN.color;
51        OUT.texCoord = IN.texCoord;
52
53        // transform the vertex position into eye space
54        OUT.eyePos = mul(glstate.matrix.modelview[0], IN.position);
55        // transform the vertex position into post projection space
56        OUT.position = mul(glstate.matrix.mvp, IN.position);
57
58        OUT.normal = mul(glstate.matrix.invtrans.modelview[0], IN.normal);
59
60        return OUT;
61}
62
63#pragma position_invariant fragtex
64
65pixel fragtex(fragin IN,
66                          uniform sampler2D tex,
67                          uniform float4x4 viewMatrix
68                          )
69{
70        float4 texColor = tex2D(tex, IN.texCoord.xy);
71
72        // account for alpha blending
73        if (texColor.w < 0.5f) discard;
74
75        pixel pix;
76
77        // save color in first render target
78        // hack: use combination of emmisive + diffuse (emmisive used as constant ambient term)
79        pix.col = (glstate.material.emission + glstate.material.diffuse) * texColor;
80        // save world space normal in rt => transform back into world space by
81        // multiplying with inverse view. since transforming normal with T means to
82        // multiply with the inverse transpose of T, we multiple with Transp(Inv(Inv(view))) = Transp(view)
83        pix.norm = mul(transpose(viewMatrix), IN.normal);
84        // compute eye linear depth
85        pix.col.w = length(IN.eyePos.xyz);
86        // hack: squeeze some information about ambient into the texture
87        //pix.col.w = glstate.material.emission.x;
88
89        return pix;
90}
91
92
93#pragma position_invariant frag
94
95pixel frag(fragin IN, uniform float4x4 viewMatrix)
96{
97        pixel pix;
98        // hack: use comination of emmisive + diffuse (emmisive used as constant ambient term)
99        pix.col = glstate.material.diffuse + glstate.material.emission;
100        // save world space normal in rt => transform back into world space by
101        // multiplying with inverse view. since transforming normal with T means to
102        // multiply with the inverse transpose of T, we multiple with Transp(Inv(Inv(view))) = Transp(view)
103        pix.norm = mul(transpose(viewMatrix), IN.normal);
104        // eye space depth
105        pix.col.w = length(IN.eyePos.xyz);
106        // hack: squeeze some information about the ambient term into the target
107        //pix.col.w = glstate.material.emission.x;
108
109        return pix;
110}
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