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/*
* Copyright 2009, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// This Imposter shader rotates around Y to face the camera.
// It doesn't have any lighting.
float4x4 world : World;
float4x4 viewInverse : ViewInverse;
float4x4 viewProjection : ViewProjection;
sampler texSampler0;
// input parameters for our vertex shader
struct VertexShaderInput {
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
// input parameters for our pixel shader
// also the output parameters for our vertex shader
struct PixelShaderInput {
float4 position : POSITION;
float2 texcoord : TEXCOORD;
};
/**
* Vertex Shader - vertex shader for phong illumination
*/
PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
PixelShaderInput output;
float3 toCamera = normalize(viewInverse[3].xyz - world[3].xyz);
float3 yAxis = float3(0, 1, 0);
float3 xAxis = cross(yAxis, toCamera);
float3 zAxis = cross(xAxis, yAxis);
float4x4 newWorld = float4x4(
float4(xAxis, 0),
float4(yAxis, 0),
float4(xAxis, 0),
world[3]);
output.position = mul(input.position, mul(newWorld, viewProjection));
output.texcoord = input.texcoord;
return output;
}
/**
* Pixel Shader
*/
float4 pixelShaderFunction(PixelShaderInput input): COLOR {
return tex2D(texSampler0, input.texcoord);
}
// Here we tell our effect file *which* functions are
// our vertex and pixel shaders.
// #o3d VertexShaderEntryPoint vertexShaderFunction
// #o3d PixelShaderEntryPoint pixelShaderFunction
// #o3d MatrixLoadOrder RowMajor
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