forked from Mirrorlandia_minetest/irrlicht
Document some shader behaviour
S3DVertexTangents also documents that it's passed as TEXCOORD1 and TEXCOORD2, but easy to miss, so added some comments to the hlsl shader. Also not all materials work well as base materials. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6452 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -288,6 +288,11 @@ int main()
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To demonstrate this, we create two materials with a different base
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material, one with EMT_SOLID and one with EMT_TRANSPARENT_ADD_COLOR.
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The role of the base material is to set the alpha (transparency)
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and blending settings as used in the base material. Avoid the
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EMT_NORMAL_... or EMT_PARALLAX... types as base materials as they
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are internally shaders themselves and will only create conflicts with
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your shaders.
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*/
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// create materials
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@ -19,12 +19,17 @@ struct VS_OUTPUT
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float4 Position : POSITION; // vertex position
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float4 Diffuse : COLOR0; // vertex diffuse color
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float2 TexCoord : TEXCOORD0; // tex coords
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// float3 Tangent : TEXCOORD1; // Not used in this example, but additional values can be passed on as tex coords
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// float3 Binormal : TEXCOORD2; // Not used in this example, but additional values can be passed on as tex coords
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};
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VS_OUTPUT vertexMain(in float4 vPosition : POSITION,
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in float3 vNormal : NORMAL,
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float2 texCoord : TEXCOORD0 )
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VS_OUTPUT vertexMain( in float4 vPosition : POSITION
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, in float3 vNormal : NORMAL
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, float2 texCoord : TEXCOORD0
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//,float3 Tangent : TEXCOORD1; // Used for Tangent when working with S3DVertexTangents
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//,float3 Binormal : TEXCOORD2; // Used for Binormal when working with S3DVertexTangents
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)
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{
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VS_OUTPUT Output;
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@ -1,4 +1,4 @@
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Tests finished. 72 tests of 72 passed.
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Compiled as DEBUG
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Test suite pass at GMT Thu Nov 17 16:31:49 2022
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Test suite pass at GMT Thu Jan 05 13:43:13 2023
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