Last change
on this file since 2852 was
2852,
checked in by ldelgass, 12 years ago
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Fix up line endings and formatting in shader code, also add emacs magic line
to get C++ mode highlighting
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File size:
1.0 KB
|
Line | |
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1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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2 | /* |
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3 | * ====================================================================== |
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4 | * AUTHOR: Wei Qiao <qiaow@purdue.edu> |
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5 | * Purdue Rendering and Perceptualization Lab (PURPL) |
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6 | * |
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7 | * Copyright (c) 2004-2006 Purdue Research Foundation |
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8 | * |
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9 | * See the file "license.terms" for information on usage and |
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10 | * redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES. |
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11 | * ====================================================================== |
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12 | */ |
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13 | |
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14 | #include "common.cg" |
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15 | |
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16 | v2f main(a2v IN, |
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17 | uniform float4x4 modelViewProjMatrix, |
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18 | uniform float4x4 modelViewInv) |
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19 | { |
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20 | v2f OUT; |
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21 | |
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22 | //clip space vertex position |
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23 | OUT.HPosition = mul(modelViewProjMatrix, mul(modelViewInv, IN.Position)); |
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24 | |
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25 | //eye space texture coordinates |
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26 | OUT.TexCoord = IN.TexCoord; |
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27 | |
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28 | //world space eye position |
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29 | OUT.EyeVector = normalize(-IN.Position.xyz); |
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30 | |
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31 | //world space light postion |
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32 | OUT.Light = normalize(float3(1,1,1)-IN.Position.xyz); |
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33 | |
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34 | return OUT; |
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35 | } |
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