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: Generic fullscreen quad
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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 | float4x4 invProj;
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32 |
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33 | VS_OUTPUT main(float4 Pos: POSITION){
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34 | VS_OUTPUT Out;
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35 |
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36 | // Clean up inaccuracies
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37 | Pos.xy = sign(Pos.xy);
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38 |
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39 | Out.Pos = float4(Pos.xy, 0, 1);
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40 |
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41 | // Image-space
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42 | Out.texCoord.x = 0.5 * (1 + Pos.x);
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43 | Out.texCoord.y = 0.5 * (1 - Pos.y);
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44 |
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45 | // Projection coordinates
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46 | // Inverted projection matrix
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47 | // These interpolate over the frustrum plane for w=1
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48 | Out.projCoord = float3(Pos.x, Pos.y, 1) *
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49 | float3(
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50 | invProj[0][0], // X vector component from X
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51 | invProj[1][1], // Y vector component from Y
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52 | invProj[2][3] // Z vector component from W
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53 | );
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54 |
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55 | return Out;
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56 | }
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57 |
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58 |
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59 |
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