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sampler2D BaseSampler = sampler_state
{
MinFilter = Nearest;
MagFilter = Linear;
WrapS = Clamp;
WrapT = Clamp;
};
void v_SphereMap
(
in float3 modelPosition : POSITION,
in float3 modelNormal : TEXCOORD1,
out float4 clipPosition : POSITION,
out float2 vertexTCoord : TEXCOORD0,
uniform float4x4 PVWMatrix,
uniform float4x4 VWMatrix
)
{
// Transform the position from model space to clip space.
float4 hModelPosition = float4(modelPosition, 1.0f);
clipPosition = mul(PVWMatrix, hModelPosition);
// Transform the normal from model space to camera space.
float4 hModelNormal = float4(modelNormal, 0.0f);
float3 cameraSpaceNormal = normalize(mul(VWMatrix, hModelNormal).xyz);
// Calculate the eye direction in camera space.
float4 cameraSpacePosition = mul(VWMatrix, hModelPosition);
float3 eyeDirection = normalize(cameraSpacePosition.xyz);
// Calculate the reflection vector.
float3 reflection = reflect(eyeDirection, cameraSpaceNormal);
// Calculate the texture coordinates.
float oneMRZ = 1.0f - reflection.z;
float invLength = 1.0f/sqrt(reflection.x*reflection.x +
reflection.y*reflection.y + oneMRZ*oneMRZ);
vertexTCoord = 0.5f*(reflection.xy*invLength + 1.0f);
}
void p_SphereMap
(
in float2 vertexTCoord : TEXCOORD0,
out float4 pixelColor : COLOR
)
{
pixelColor = tex2D(BaseSampler, vertexTCoord);
}
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