1 | /* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*- */ |
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2 | /* |
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3 | * Copyright (c) 2004-2013 HUBzero Foundation, LLC |
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4 | * |
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5 | * Authors: |
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6 | * Wei Qiao <qiaow@purdue.edu> |
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7 | */ |
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8 | |
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9 | #include "common.cg" |
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10 | |
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11 | v2f main(a2v IN, |
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12 | uniform float4x4 modelViewProjMatrix, |
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13 | uniform float4x4 modelViewInv, |
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14 | uniform float4 light0Position, |
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15 | uniform float4 objPlaneS, |
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16 | uniform float4 objPlaneT, |
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17 | uniform float4 objPlaneR) |
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18 | { |
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19 | v2f OUT; |
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20 | |
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21 | // IN.Position is in eye coords |
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22 | float4 objPos = mul(modelViewInv, IN.Position); |
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23 | float4 eyePosObjSpace = mul(modelViewInv, float4(0,0,0,1)); |
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24 | |
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25 | // Clip space vertex position |
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26 | OUT.HPosition = mul(modelViewProjMatrix, objPos); |
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27 | |
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28 | // Generate world space texture coordinates |
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29 | OUT.TexCoord.x = dot(objPos, objPlaneS); |
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30 | OUT.TexCoord.y = dot(objPos, objPlaneT); |
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31 | OUT.TexCoord.z = dot(objPos, objPlaneR); |
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32 | |
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33 | // World space eye position |
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34 | OUT.EyeVector = normalize(eyePosObjSpace - objPos); |
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35 | |
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36 | // World space light postion (light0Position is in eye coords) |
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37 | OUT.Light = normalize(mul(modelViewInv, light0Position)-objPos); |
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38 | |
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39 | return OUT; |
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40 | } |
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