Buckets:
| /*============================================================================= | |
| PointLightVertexShader.hlsl: Point light vertex shader. | |
| Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | |
| =============================================================================*/ | |
| float4 LightPositionAndInvRadius; // w = 1.0 / Radius | |
| void Main( | |
| FVertexFactoryInput Input, | |
| float LightMask : BLENDWEIGHT0, | |
| out FVertexFactoryInterpolants OutFactoryInterpolants, | |
| out float3 OutTangentLightVector : TEXCOORD4, | |
| out float4 OutWorldLightVector : TEXCOORD5, | |
| out float3 OutCameraVector : TEXCOORD6, | |
| out float4 OutPixelPosition : TEXCOORD7, | |
| out float4 OutPosition : POSITION | |
| ) | |
| { | |
| float4 WorldPosition = VertexFactoryGetWorldPosition(Input); | |
| OutPosition = MulMatrix(ViewProjectionMatrix,WorldPosition); | |
| OutFactoryInterpolants = VertexFactoryGetInterpolants(Input); | |
| OutPixelPosition = WorldPosition; | |
| OutPixelPosition = OutPosition; | |
| float3x3 TangentBasis = VertexFactoryGetTangentBasis(Input); | |
| OutCameraVector = VertexFactoryWorldToTangentSpace(Input,TangentBasis,CameraPosition.xyz - WorldPosition.xyz * CameraPosition.w); | |
| OutTangentLightVector = VertexFactoryWorldToTangentSpace(Input,TangentBasis,LightPositionAndInvRadius.xyz - WorldPosition.xyz); | |
| OutWorldLightVector = float4((LightPositionAndInvRadius.xyz - WorldPosition.xyz) * LightPositionAndInvRadius.w,0); | |
| OutWorldLightVector.w = LightMask; | |
| } | |
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