/* * ====================================================================== * AUTHOR: Wei Qiao * Purdue Rendering and Perceptualization Lab (PURPL) * * Copyright (c) 2004-2006 Purdue Research Foundation * * See the file "license.terms" for information on usage and * redistribution of this file, and for a DISCLAIMER OF ALL WARRANTIES. * ====================================================================== */ #include "common.cg" v2f main(a2v IN, uniform float4x4 modelViewProjMatrix, uniform float4x4 modelViewInv) { v2f OUT; //clip space vertex position OUT.HPosition = mul(modelViewProjMatrix, mul(modelViewInv, IN.Position)); //eye space texture coordinates OUT.TexCoord = IN.TexCoord; return OUT; }