mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-16 15:30:25 +01:00
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.
|
|
float4x4 WorldViewProj;
|
|
float4x4 World;
|
|
float3 CameraPos;
|
|
|
|
// Vertex Shader
|
|
void VS(
|
|
in float4 VPos : POSITION,
|
|
in float3 VNorm : NORMAL,
|
|
in float3 VTex : TEXCOORD0,
|
|
out float4 outPos : POSITION,
|
|
out float4 outTex : TEXCOORD0 )
|
|
{
|
|
// vertex position from model-space to view-space
|
|
outPos = mul( VPos, WorldViewProj );
|
|
|
|
if ( StyleUVW == 0 )
|
|
{
|
|
// create ray from camera position to the vertex, in world space
|
|
float4 worldPos = mul(float4(VPos.x, VPos.y, VPos.z, 1.0), World);
|
|
float3 view = CameraPos - worldPos.xyz;
|
|
|
|
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
|
|
|
|
// compute the reflection vector, and assign it to texcoord 0
|
|
outTex.xyz = reflect( -normalize(view), normWorld.xyz );
|
|
}
|
|
else if ( StyleUVW == 1 )
|
|
{
|
|
// just use the normal for the reflection vector
|
|
outTex.xyz = normalize(VNorm);
|
|
}
|
|
else if ( StyleUVW == 2 )
|
|
{
|
|
// use vertex-coordinates for texture coordinates
|
|
outTex.xyz = VPos.xyz;
|
|
}
|
|
}
|