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| 2 | void generalPurposeProjection_vp(
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| 3 | float4 pos : POSITION,
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| 4 |
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| 5 | out float4 oPos : POSITION,
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| 6 | out float4 texCoord : TEXCOORD0,
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| 7 |
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| 8 | uniform float4x4 worldViewProjMatrix,
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| 9 | uniform float4x4 worldMatrix,
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| 10 | uniform float4x4 texViewProjMatrix)
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| 11 | {
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| 12 | oPos = mul(worldViewProjMatrix, pos);
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| 13 | // multiply position by world matrix, then by projective view/proj
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| 14 | float4 newpos = mul(worldMatrix, pos);
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| 15 | texCoord = mul(texViewProjMatrix, newpos);
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| 16 |
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| 17 | }
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| 18 |
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| 19 | void generalPurposeProjection_fp(
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| 20 | float4 texCoord : TEXCOORD0,
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| 21 | out float4 col : COLOR,
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| 22 | uniform sampler2D texMap)
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| 23 | {
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| 24 | col = tex2Dproj(texMap, texCoord);
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| 25 |
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| 26 | }
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| 27 |
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| 28 |
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