diff options
Diffstat (limited to 'demo/d3d11/shaders/meshVS.hlsl')
| -rw-r--r-- | demo/d3d11/shaders/meshVS.hlsl | 91 |
1 files changed, 0 insertions, 91 deletions
diff --git a/demo/d3d11/shaders/meshVS.hlsl b/demo/d3d11/shaders/meshVS.hlsl deleted file mode 100644 index 09f78ec..0000000 --- a/demo/d3d11/shaders/meshVS.hlsl +++ /dev/null @@ -1,91 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - MeshShaderConst gParams; -}; - -MeshVertexOut meshVS(MeshVertexIn input) -{ - float4 gl_Position; - float4 gl_TexCoord[8]; - - { - [unroll] - for (int i = 0; i < 8; i++) - gl_TexCoord[i] = float4(0.0f, 0.0f, 0.0f, 0.0f); - } - - const float4x4 gl_ModelViewProjectionMatrix = gParams.modelviewprojection; - const float4x4 gl_ModelViewMatrix = gParams.modelview; - const float4x4 objectTransform = gParams.objectTransform; - const float4x4 lightTransform = gParams.lightTransform; - const float3 lightDir = gParams.lightDir; - const float bias = gParams.bias; - const float4 clipPlane = gParams.clipPlane; - const float expand = gParams.expand; - const float4 gl_Color = gParams.color; - const float4 gl_SecondaryColor = gParams.secondaryColor; - - const float3 gl_Vertex = input.position; - const float3 gl_Normal = input.normal; - const float2 gl_MultiTexCoord0 = input.texCoord; - - float3 n = normalize(mul(objectTransform, float4(gl_Normal, 0.0)).xyz); - float3 p = mul(objectTransform, float4(gl_Vertex.xyz, 1.0)).xyz; - - // calculate window-space point size - gl_Position = mul(gl_ModelViewProjectionMatrix, float4(p + expand * n, 1.0)); - - gl_TexCoord[0].xyz = n; - gl_TexCoord[1] = mul(lightTransform, float4(p + n * bias, 1.0)); - gl_TexCoord[2] = mul(gl_ModelViewMatrix, float4(lightDir, 0.0)); - gl_TexCoord[3].xyz = p; - if (gParams.colorArray) - gl_TexCoord[4] = input.color; - else - gl_TexCoord[4] = gl_Color; - gl_TexCoord[5].xy = gl_MultiTexCoord0; - gl_TexCoord[5].y = 1.0f - gl_TexCoord[5].y; // flip the y component of uv (glsl to hlsl conversion) - gl_TexCoord[6] = gl_SecondaryColor; - gl_TexCoord[7] = mul(gl_ModelViewMatrix, float4(gl_Vertex.xyz, 1.0)); - - MeshVertexOut output; - output.position = gl_Position; - { - [unroll] - for (int i = 0; i < 8; i++) - output.texCoord[i] = gl_TexCoord[i]; - } - - return output; - - /* - uniform mat4 lightTransform; - uniform vec3 lightDir; - uniform float bias; - uniform vec4 clipPlane; - uniform float expand; - - uniform mat4 objectTransform; - - void main() - { - vec3 n = normalize((objectTransform*vec4(gl_Normal, 0.0)).xyz); - vec3 p = (objectTransform*vec4(gl_Vertex.xyz, 1.0)).xyz; - - // calculate window-space point size - gl_Position = gl_ModelViewProjectionMatrix * vec4(p + expand*n, 1.0); - - gl_TexCoord[0].xyz = n; - gl_TexCoord[1] = lightTransform*vec4(p + n*bias, 1.0); - gl_TexCoord[2] = gl_ModelViewMatrix*vec4(lightDir, 0.0); - gl_TexCoord[3].xyz = p; - gl_TexCoord[4] = gl_Color; - gl_TexCoord[5] = gl_MultiTexCoord0; - gl_TexCoord[6] = gl_SecondaryColor; - gl_TexCoord[7] = gl_ModelViewMatrix*vec4(gl_Vertex.xyz, 1.0); - - gl_ClipDistance[0] = dot(clipPlane, vec4(gl_Vertex.xyz, 1.0)); - */ -} |