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8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
39 lines
1.2 KiB
HLSL
39 lines
1.2 KiB
HLSL
int StyleUVW ; // 0 = specular reflection, 1 = diffuse reflection, 2 = use model vertex coordinates for uvw.
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float4x4 WorldViewProj;
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float4x4 World;
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float3 CameraPos;
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// Vertex Shader
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void VS(
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in float4 VPos : POSITION,
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in float3 VNorm : NORMAL,
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in float3 VTex : TEXCOORD0,
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out float4 outPos : POSITION,
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out float4 outTex : TEXCOORD0 )
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{
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// vertex position from model-space to view-space
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outPos = mul( VPos, WorldViewProj );
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if ( StyleUVW == 0 )
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{
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// create ray from camera position to the vertex, in world space
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float4 worldPos = mul(float4(VPos.x, VPos.y, VPos.z, 1.0), World);
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float3 view = CameraPos - worldPos.xyz;
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float4 normWorld = normalize(mul(float4(VNorm.x, VNorm.y, VNorm.z, 0.0), World)); // TODO: when objects are scaled non-uniform we need to multiply by WorldInverseTranspose instead
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// compute the reflection vector, and assign it to texcoord 0
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outTex.xyz = reflect( -normalize(view), normWorld.xyz );
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}
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else if ( StyleUVW == 1 )
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{
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// just use the normal for the reflection vector
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outTex.xyz = normalize(VNorm);
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}
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else if ( StyleUVW == 2 )
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{
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// use vertex-coordinates for texture coordinates
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outTex.xyz = VPos.xyz;
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}
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}
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