public VSOutput VS(VSInput input) { return(new VSOutput() { Position = ShaderMath.Mul(Matrixs.MVP, new Vector4(input.Position, 1)), Color = input.Color }); }
public FSInput VS(VSInput input) { FSInput output; output.FragPosition = Mul(Projection, Mul(View, new Vector4(input.Position, 1))); output.WorldPosition = input.Position; return(output); }
public override VSOutput VSMain(VSInput input) { float wobbleOffset = WobbleStrength.Compute() * (float)Math.Sin(Globals.TotalTime * 10.0f); Vector3 positionWobble = input.Position + input.Normal * new Vector3(wobbleOffset, wobbleOffset, wobbleOffset); input.Position = positionWobble; return(base.VSMain(input)); }
public FSInput VS(VSInput input) { FSInput output; var pos = Mul(Projection, Mul(View, new Vector4(input.Position, 1.0f))); output.Position = new Vector4(pos.X, pos.Y, pos.W, pos.W); output.TexCoord = input.Position; return(output); }
public override VSOutput VSMain(VSInput input) { SamplingContext samplingContext; samplingContext.Sampler = Sampler; samplingContext.TextureCoordinate = input.TextureCoordinate; float wobbleOffset = WobbleStrength.ComputeScalar(samplingContext) * (float)Math.Sin(Globals.TotalTime * 10.0f); Vector3 positionWobble = input.Position + input.Normal * new Vector3(wobbleOffset, wobbleOffset, wobbleOffset); input.Position = positionWobble; return(base.VSMain(input)); }
public FSInput VS(VSInput input) { Matrix4x4 view3x3 = new Matrix4x4( View.M11, View.M12, View.M13, 0, View.M21, View.M22, View.M23, 0, View.M31, View.M32, View.M33, 0, 0, 0, 0, 1); FSInput output; var pos = Mul(Projection, Mul(view3x3, new Vector4(input.Position, 1.0f))); output.Position = new Vector4(pos.X, pos.Y, pos.W, pos.W); output.TexCoord = input.Position; return(output); }
public virtual VSOutput VSMain(VSInput input) { return(default);