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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /KaplaDemo/externalIP/resources/shaders/debris_vs.cpp | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'KaplaDemo/externalIP/resources/shaders/debris_vs.cpp')
| -rw-r--r-- | KaplaDemo/externalIP/resources/shaders/debris_vs.cpp | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/KaplaDemo/externalIP/resources/shaders/debris_vs.cpp b/KaplaDemo/externalIP/resources/shaders/debris_vs.cpp new file mode 100644 index 00000000..80040ea7 --- /dev/null +++ b/KaplaDemo/externalIP/resources/shaders/debris_vs.cpp @@ -0,0 +1,44 @@ +uniform float uvScale = 1.0f; +attribute mat4 transformmatrix; +uniform float bumpTextureUVScale; + +void main() +{ + mat4 mvp = gl_ModelViewMatrix * transformmatrix; + mat4 mvpt = gl_ModelViewMatrixInverseTranspose * transformmatrix; + //mat4 mvp2 = gl_ModelViewMatrix * transformmatrix; + //mat4 mvp = gl_ModelViewMatrix; + //mat4 mvpt = gl_ModelViewMatrixInverseTranspose; + + vec4 eyeSpacePos = mvp * gl_Vertex; + + vec4 t0 = vec4(gl_MultiTexCoord0.xyz, 0.0f); + vec4 t1 = vec4(cross(gl_Normal.xyz, t0.xyz), 0.0f); + + + vec3 coord3d = gl_Vertex.xyz; + gl_TexCoord[0].xyz = (coord3d)*uvScale; + gl_TexCoord[1] = eyeSpacePos; + gl_FrontColor = gl_Color; + gl_Position = gl_ProjectionMatrix*eyeSpacePos; + gl_TexCoord[2] = mvpt * vec4(gl_Normal.xyz,0.0); + + gl_TexCoord[3] = mvpt * t0; + gl_TexCoord[4] = mvpt * t1; + + gl_TexCoord[5].xy = vec2(dot(coord3d, t0.xyz), dot(coord3d, t1.xyz))*bumpTextureUVScale*2; + + gl_TexCoord[6].xyz = vec3(0,0,-100); // TODO: 2D UV are 0 and material id is -100 (first 3D texture) + + /* + //vec4 eyeSpacePos2 = mvp2 * gl_Vertex; + gl_TexCoord[0] = gl_MultiTexCoord0*uvScale; + gl_TexCoord[1] = eyeSpacePos; + gl_FrontColor = gl_Color; + //gl_FrontColor.x += eyeSpacePos2.x; + + gl_Position = gl_ProjectionMatrix*eyeSpacePos; + gl_TexCoord[2] = mvpt * vec4(gl_Normal.xyz,0.0); + gl_ClipVertex = vec4(eyeSpacePos.xyz, 1.0f); + */ +}
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