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cup_edit/materials/capture_uv.mat
2025-03-04 14:37:13 +08:00

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