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1 |
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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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