irrlicht/media/cubeMapReflectionVS.hlsl

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HLSL
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int StyleUVW ; // 0 = specular reflection, 1 = diffuse reflection, 2 = use model vertex coordinates for uvw.
float4x4 WorldViewProj;
float4x4 World;
float3 CameraPos;
// Vertex Shader
void VS(
in float4 VPos : POSITION,
in float3 VNorm : NORMAL,
in float3 VTex : TEXCOORD0,
out float4 outPos : POSITION,
out float4 outTex : TEXCOORD0 )
{
// vertex position from model-space to view-space
outPos = mul( VPos, WorldViewProj );
if ( StyleUVW == 0 )
{
// create ray from camera position to the vertex, in world space
float4 worldPos = mul(float4(VPos.x, VPos.y, VPos.z, 1.0), World);
float3 view = CameraPos - worldPos.xyz;
float4 normWorld = normalize(mul(float4(VNorm.x, VNorm.y, VNorm.z, 0.0), World)); // TODO: when objects are scaled non-uniform we need to multiply by WorldInverseTranspose instead
// compute the reflection vector, and assign it to texcoord 0
outTex.xyz = reflect( -normalize(view), normWorld.xyz );
}
else if ( StyleUVW == 1 )
{
// just use the normal for the reflection vector
outTex.xyz = normalize(VNorm);
}
else if ( StyleUVW == 2 )
{
// use vertex-coordinates for texture coordinates
outTex.xyz = VPos.xyz;
}
}