update projection test
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@@ -1,24 +1,60 @@
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material {
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name : TextureProjection,
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requires : [ position, uv0 ],
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shadingModel : unlit,
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doubleSided : true,
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depthWrite : true,
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depthCulling : true,
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vertexDomain: object,
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parameters : [
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{
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type : sampler2d,
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name : inputTexture
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name : color,
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precision: medium
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}
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],
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variables : [
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{
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name : screenPos,
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precision : medium
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}
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],
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requires : [ position, uv0 ],
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shadingModel : unlit,
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doubleSided : false,
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depthWrite : true,
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depthCulling : false,
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vertexDomain: device
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}
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vertex {
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void materialVertex(inout MaterialVertexInputs material) {
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mat4 transform = getWorldFromModelMatrix();
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vec3 position = getPosition().xyz;
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vec4 worldPosition = mulMat4x4Float3(transform, position);
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vec4 clipSpace = getClipFromWorldMatrix() * worldPosition;
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// calculate NDC coordinates for vertex
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material.screenPos.xy = (clipSpace.xy / clipSpace.w) * 0.5 + 0.5;
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// Get UV coordinates from mesh
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vec2 uv = material.uv0;
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// Transform UVs to clip space (-1 to 1 range)
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// UV (0,0) maps to (-1,-1) and UV (1,1) maps to (1,1)
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vec2 clipPosition = uv * 2.0 - 1.0;
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material.clipSpaceTransform = mat4(
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vec4(0.0, 0.0, 0.0, 0.0),
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vec4(0.0, 0.0, 0.0, 0.0),
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vec4(0.0, 0.0, 1.0, 0.0),
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vec4(clipPosition, 0.0, 1.0)
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);
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}
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}
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fragment {
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void material(inout MaterialInputs material) {
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prepareMaterial(material);
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vec3 viewportCoord = getNormalizedViewportCoord();
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vec4 sampledColor = texture(materialParams_inputTexture, uvToRenderTargetUV(viewportCoord.xy));
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material.baseColor = sampledColor;
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vec4 sp = clamp(variable_screenPos, 0.0, 1.0);
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//material.baseColor = vec4(sp.x, sp.y, 0.0f, 1.0);
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vec4 color = textureLod(materialParams_color, sp.xy, 0.0f);
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//vec2 uv = getUV0();
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material.baseColor = vec4(color.xyz, 1.0);
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}
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}
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