/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org Copyright (c) 2000-2014 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ //----------------------------------------------------------------------------- // Program Name: FFPLib_Transform // Program Desc: Transform functions of the FFP. // Program Type: Vertex shader // Language: GLSL // Notes: Implements core functions for FFPTransform class. // based on transform engine. // See http://msdn.microsoft.com/en-us/library/bb206269.aspx //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void FFP_Transform(in mat4 m, in vec4 v, out vec3 vOut) { vOut = mul(m, v).xyz; } #ifdef OGRE_HLSL void FFP_Transform(in float3x4 m, in float4 v, out float3 vOut) { vOut = mul(m, v); } //----------------------------------------------------------------------------- void FFP_Transform(in float3x4 m, in float3 v, out float3 vOut) { vOut = mul((float3x3)m, v); } #elif !defined(OGRE_GLSLES) || OGRE_GLSLES > 100 //----------------------------------------------------------------------------- void FFP_Transform(in mat3x4 m, in vec4 v, out vec3 vOut) { /* transpose non-square uniform matrix for correct row-major > column-major mapping * to keep the indexing inside the shader so mat[0] returns the same data in both GLSL and HLSL * although it will be the first row in HLSL and the first column in GLSL */ vOut = v * m; } void FFP_Transform(in mat3x4 m, in vec3 v, out vec3 vOut) { vOut = v * mat3(m); } #endif //----------------------------------------------------------------------------- void FFP_Transform(in mat4 m, in vec3 v, out vec3 vOut) { #ifdef OGRE_HLSL vOut = mul((float3x3)m, v); #else vOut = mat3(m) * v; #endif } //----------------------------------------------------------------------------- void FFP_DerivePointSize(in vec4 params, in float d, out float sz) { sz = params.x/sqrt(params.y + params.z*d + params.w*d*d); }