2013-12-19 19:32:50 +01:00

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void generalPurposeProjection_vp(
float4 pos : POSITION,
out float4 oPos : POSITION,
out float4 texCoord : TEXCOORD0,
uniform float4x4 worldViewProjMatrix,
uniform float4x4 worldMatrix,
uniform float4x4 texViewProjMatrix)
{
oPos = mul(worldViewProjMatrix, pos);
// multiply position by world matrix, then by projective view/proj
float4 newpos = mul(worldMatrix, pos);
texCoord = mul(texViewProjMatrix, newpos);
}
void generalPurposeProjection_fp(
float4 texCoord : TEXCOORD0,
out float4 col : COLOR,
uniform sampler2D texMap)
{
col = tex2Dproj(texMap, texCoord);
}