Vertex Shading / Projection Matrix done right (D3D)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2343 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
XTra.KrazzY
2009-02-21 17:17:24 +00:00
parent 0c13bf4761
commit ca47268669
3 changed files with 34 additions and 33 deletions

View File

@ -27,7 +27,7 @@ struct VS_INPUT {\n\
float4 pos : POSITION;\n\
float3 normal : NORMAL;\n\
float4 colors[2] : COLOR0;\n\
float3 uv[8] : TEXCOORD0;\n\
float4 uv[5] : TEXCOORD0;\n\
};\n\
\n\
struct VS_OUTPUT {\n\
@ -43,10 +43,9 @@ VS_OUTPUT main(const VS_INPUT input)\n\
{\n\
VS_OUTPUT output;\n\
\n\
output.pos = mul(matWorldViewProj, input.pos);\n\
output.pos = mul(input.pos, matWorldViewProj);\n\
// texgen\n\
for (int i=0; i<5; i++)\n\
output.uv[i] = float4(input.uv[i].xyz,1);\n\
for (int i=0; i<5; i++)\n output.uv[i] = input.uv[i];\n\
\n\
for (int i=0; i<2; i++)\n output.colors[i] = input.colors[i];\n\
return output;\n\