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PhysX4.1/physx/samples/sampleframework/media/shaders/vertex/mouse.cg
2025-11-28 23:13:44 +05:30

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#include <config.cg>
#include <globals.cg>
struct VertexOut
{
FragmentParameters params;
float4 screenSpacePosition : POSITION;
};
VertexOut vmain(__in(float4, localSpacePosition, POSITION)
__in_opt(float3, localSpaceNormal, NORMAL)
__in_opt(float4, localSpaceTangent, SEMANTIC_TANGENT)
__in_opt(float4, vertexTexcoord0, TEXCOORD0)
__in_opt(float4, vertexTexcoord1, TEXCOORD1)
__in_opt(float4, vertexTexcoord2, TEXCOORD2)
__in_opt(float4, vertexTexcoord3, TEXCOORD3)
__in_opt(half4, vertexColor, COLOR)
#if RENDERER_INSTANCED
, __in(float3, instanceOffset, SEMANTIC_INSTANCE_T)
, __in(float3, instanceNormalX, SEMANTIC_INSTANCE_X)
, __in(float3, instanceNormalY, SEMANTIC_INSTANCE_Y)
, __in(float3, instanceNormalZ, SEMANTIC_INSTANCE_Z)
#endif
)
{
VertexOut vout;
float4x4 modelMatrix;
#if RENDERER_INSTANCED
modelMatrix = mul(g_modelMatrix, transpose(float4x4(float4(instanceNormalX, 0), float4(instanceNormalY, 0), float4(instanceNormalZ, 0), float4(instanceOffset, 1))));
#else
modelMatrix = g_modelMatrix;
#endif
float4x4 mvm = mul(g_viewMatrix, modelMatrix);
float4 epos = mul( mvm, localSpacePosition );
float4x4 mvpm = mul(g_projMatrix, mvm);
vout.screenSpacePosition = mul(mvpm, localSpacePosition);
vout.params.worldSpacePosition = mul(modelMatrix, localSpacePosition).xyz;
vout.params.worldSpaceNormal = normalize(mul(modelMatrix, float4(localSpaceNormal, 0)).xyz);
vout.params.worldSpaceTangent = normalize(mul(modelMatrix, float4(localSpaceTangent.xyz, 0)).xyz);
vout.params.worldSpaceBinormal = cross(vout.params.worldSpaceNormal, vout.params.worldSpaceTangent) * localSpaceTangent.w;
vout.params.texcoord0 = vertexTexcoord0;
vout.params.texcoord1 = vertexTexcoord1;
vout.params.texcoord2 = vertexTexcoord2;
#if !defined (RENDERER_WIN8ARM)
vout.params.texcoord3 = vertexTexcoord3;
#endif
vout.params.color = vertexColor;
vout.screenSpacePosition.w = epos.z;
vout.screenSpacePosition.xy *= epos.z;
return vout;
}