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    EX9 HLSL Semantics

    Following semantics for parameters in Effect-Files are currently supported in vvvv. All Semantics are case-insensitive.

    **semantic ** description type
    world holds the transformation connected to the "Transform" pin. multiply the points of your mesh with that matrix so that you can transform meshes in space. [object space -> world space] float4x4
    worldinverse the inverse of the world matrix [world space -> object space] ***** float4x4
    worldtranspose the transpose of the world matrix ***** float4x4
    worldinversetranspose the transpose of the inverse of the world matrix ***** float4x4
    view this is the transformation you connected to the renderer at pin "View Transform". this matrix normally holds the position and orientation of the camera. multiply the points of your mesh to get them relative to the camera. still no distortion has taken place. after multiplication x goes right, y goes up and z goes into the monitor. [world space -> view space] float4x4
    viewinverse view-inverse-matrix float4x4
    viewtranpose view-tranpose-matrix float4x4
    viewinversetranspose view-inverse-transpose-matrix float4x4
    projection this is the transformation you connected to the renderer at pin "Projection Transform". it normally holds a perspective transformation. multiply the points of your mesh to distort them by a lens. after multiplication x and y values in between -1 and 1 are visible in the renderer. points wiht z=0 are in front (NearClipping Plane), points with z=1 are behind (Far Clipping Plane). [view space -> projection space] float4x4
    projectioninverse projection-inverse-matrix float4x4
    projectiontranpose projection-tranpose-matrix float4x4
    projectioninversetranspose projection-inverse-transpose-matrix float4x4
    worldview world-view-matrix. shortcut to get from [object space -> view space] with one matrix multiplication ***** float4x4
    worldviewinverse world-view-inverse-matrix ***** float4x4
    worldviewtranspose world-view-transpose-matrix ***** float4x4
    worldviewinversetranspose world-view-inverse-transpose-matrix ***** float4x4
    viewprojection view-projection-matrix float4x4
    viewprojectioninverse view-projection-inverse-matrix float4x4
    viewprojectiontranspose view-projection-matrix float4x4
    viewprojectioninversetranspose view-projection-inverse-transpose-matrix float4x4
    worldviewprojection world-view-projection-matrix. very comfortable matrix to get points from the original mesh relative to the camera and also distorted by its lens. [object space -> projection space] ***** float4x4
    worldviewprojectioninverse world-view-projection-inverse-matrix ***** float4x4
    worldviewprojectiontranspose world-view-projection-transpose-matrix ***** float4x4
    worldviewprojectioninversetranspose world-view-projection-inverse-transpose-matrix ***** float4x4
    cameraposition the cameraposition float3
    texturematrix use this to get a vvvv style symmetric texture transformation float4x4 (or float3x3)
    viewportindex the index of the currently drawn viewport int
    viewportcount how many viewports the renderer draws int
    targetsize size of the rendertarget in pixels float2
    invtargetsize 1 / targetsize float2
    color use this to get a vvvv style colorpin float4

    ***** if you don`t declare a world-matrix in your effect, but want to make use of any of the world-view-projection-matrices (those matrices you need a world-matrix for to calculate, like "worldview" or "worldviewprojection"), a matrix-pin for the world-matrix will automatically be added (the "Transform Pin") to your effectnode (with the identity matrix as default value).

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