» EX9.HLSL.Semantics
This site relies heavily on Javascript. You should enable it if you want the full experience. Learn more.

EX9.HLSL.Semantics

French | Italian

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 matrixworld 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 fromobject 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).

anonymous user login

Shoutbox

~4d ago

~7d ago

joreg: The Winter Season of vvvv workshops is now over but all recordings are still available for purchase: https://thenodeinstitute.org/ws23-vvvv-intermediates/

~14d ago

schlonzo: Love the new drag and drop functionality for links in latest previews!

~22d ago

joreg: Workshop on 29 02: Create Sequencers and Precise Clock Based Tools. Signup here: https://thenodeinstitute.org/courses/ws23-vvvv-08-create-sequencers-and-precise-clock-based-tools-in-vvvv-gamma/

~29d ago

joreg: Workshop on 22 02: Unlocking Shader Artistry: A Journey through ‘The Book of Shaders’ with FUSE. Signup here: https://thenodeinstitute.org/courses/ws23-vvvv-12-book-of-shaders/

~1mth ago

joreg: Talk and Workshop on February 15 & 16 in Frankfurt: https://visualprogramming.net/blog/vvvv-at-node-code-frankfurt/

~1mth ago

woei: @Joanie_AntiVJ: think so, looks doable

~1mth ago

xd_nitro: Anyone remember who increased projector brightness by removing some components that product the color?

~1mth ago

Joanie_AntiVJ: This looks super interesting (vectors over network) would anyone here know how to implement this in beta? https://github.com/madmappersoftware/Ponk