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-rw-r--r--demo/d3d11/shaders/meshVS.hlsl91
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));
- */
-}