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/*********************************************************************NVMH3****
Path: NVSDK\Common\media\programs
File: simple.cg
Copyright NVIDIA Corporation 2002
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY
AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS
BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS,
BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS)
ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS
BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
Comments:
******************************************************************************/
// define inputs from application
struct appin
{
float4 Position : POSITION;
float4 Color : COLOR0;
float4 Normal : NORMAL;
};
// define outputs from vertex shader
struct vertout
{
float4 HPosition : POSITION;
float4 OPosition : TEXCOORD0; // Obj coords location
float4 Normal : TEXCOORD1;
float4 Color0 : COLOR0;
};
vertout main(appin IN,
uniform float4x4 ModelViewProj,
uniform float4x4 ModelViewIT,
uniform float4x4 ModelView
)
{
vertout OUT;
// transform vertex position into homogenous clip-space
OUT.HPosition = mul(ModelViewProj, IN.Position);
// pass through postion in object space for reflectance calculation
#if 1
OUT.Normal = IN.Normal;
OUT.OPosition = IN.Position;
#else
OUT.Normal = normalize( mul( ModelViewIT, IN.Normal) );
OUT.OPosition = mul(ModelViewIT, IN.Position);
#endif
OUT.Color0 = IN.Color;
return OUT;
}
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