rendered paste bodyvoid basicPassthroughTangent_v(float4 position : POSITION,
float3 tangent : TANGENT,
out float4 oPosition : POSITION,
out float3 oTangent : TEXCOORD0,
uniform float4x4 worldViewProj)
{
oPosition = mul(worldViewProj, position);
oTangent = tangent;
}
void basicPassthroughNormal_v(float4 position : POSITION,
float3 normal : NORMAL,
out float4 oPosition : POSITION,
out float3 oNormal : TEXCOORD0,
uniform float4x4 worldViewProj)
{
oPosition = mul(worldViewProj, position);
oNormal = normal;
}
// Basic fragment program to display UV
float4 showuv_p (float2 uv : TEXCOORD0) : COLOR
{
// wrap values using frac
return float4(frac(uv.x), frac(uv.y), 0, 1);
}
// Basic fragment program to display 3d uv
float4 showuvdir3d_p (float3 uv : TEXCOORD0) : COLOR
{
float3 n = normalize(uv);
return float4(n.x, n.y, n.z, 1);
}