www.pudn.com > 3dwind2.0.rar > vs.hlsl


/******************************************************************************  
Copyright (c) W.J. van der Laan  
  
Permission is hereby granted, free of charge, to any person obtaining a copy of   
this software  and associated documentation files (the "Software"), to deal in   
the Software without restriction, including without limitation the rights to use,   
copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the  
Software, and to permit persons to whom the Software is furnished to do so, subject   
to the following conditions:  
  
The above copyright notice and this permission notice shall be included in all copies   
or substantial portions of the Software.  
  
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,   
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A   
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT   
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION   
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE   
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.  
******************************************************************************/  
/** Deferred shading framework  
	// W.J. :wumpus: van der Laan 2005 //  
	  
	Material shader: Phong material vertex shader  
*/  
struct VS_OUTPUT {  
   float4 pos: POSITION;  
   float4 normal: TEXCOORD0;  
   float2 texCoord0: TEXCOORD1;  
   float1 depth: TEXCOORD2;  
};  
  
float4x4 worldViewProj;  
float4x4 world;  
float4x4 worldView;  
  
VS_OUTPUT main(  
	float4 Pos: POSITION,   
	float3 Normal: NORMAL,  
	float2 texCoord0: TEXCOORD0  
){  
   VS_OUTPUT Out;  
     
   Out.normal = mul(worldView, Normal);  
   float4 projPos = mul(worldViewProj, Pos);  
   Out.pos = projPos;  
   Out.texCoord0 = texCoord0;  
   Out.depth = projPos.w;  
   //Out.depth = projPos.z/projPos.w;  
  
   return Out;  
}