1 | /******************************************************************************
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2 | Copyright (c) W.J. van der Laan
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3 |
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4 | Permission is hereby granted, free of charge, to any person obtaining a copy of
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5 | this software and associated documentation files (the "Software"), to deal in
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6 | the Software without restriction, including without limitation the rights to use,
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7 | copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
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8 | Software, and to permit persons to whom the Software is furnished to do so, subject
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9 | to the following conditions:
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10 |
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11 | The above copyright notice and this permission notice shall be included in all copies
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12 | or substantial portions of the Software.
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13 |
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14 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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15 | INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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16 | PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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17 | HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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18 | OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
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19 | SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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20 | ******************************************************************************/
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21 | /** Deferred shading framework
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22 | // W.J. :wumpus: van der Laan 2005 //
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23 |
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24 | Post shader: Light geometry material
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25 | */
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26 | struct VS_OUTPUT {
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27 | float4 pos: POSITION;
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28 | float2 texCoord: TEXCOORD0;
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29 | float3 projCoord: TEXCOORD1;
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30 | };
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31 |
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32 | uniform float vpWidth, vpHeight;
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33 | uniform float4x4 worldViewProj;
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34 | uniform float4x4 invProj;
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35 |
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36 | VS_OUTPUT main(
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37 | float4 Pos: POSITION
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38 | ){
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39 | VS_OUTPUT Out;
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40 |
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41 | float4 projPos = mul(worldViewProj, Pos);
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42 | projPos = projPos/projPos.w;
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43 | //projPos[2] = 0;
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44 |
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45 | // projPos is now in nonhomogeneous 2d space -- this makes sure no perspective interpolation is
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46 | // done that could mess with our concept.
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47 | Out.pos = projPos;
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48 |
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49 | //float3 position = mul(invProj, float4(projCoord, 0, 1))*distance;
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50 | // Acquire view space position via inverse projection transformation
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51 | // Optimisation for perspective, symmetric view frustrums
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52 | // These interpolate over the frustrum plane for w=1
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53 | Out.projCoord = float3(projPos[0], projPos[1], 1)*float3(
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54 | invProj[0][0], // X vector component from X
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55 | invProj[1][1], // Y vector component from Y
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56 | invProj[2][3] // Z vector component from W
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57 | );
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58 |
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59 | // Texture coordinate magic, this compensates for jitter
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60 | float2 texCoord = float2(projPos[0]/2+0.5, -projPos[1]/2+0.5);
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61 | float2 texSize = float2(vpWidth, vpHeight);
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62 | texCoord = floor(texCoord * texSize)/texSize;
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63 | Out.texCoord = texCoord;
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64 |
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65 |
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66 | return Out;
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67 | }
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68 |
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69 |
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