» EX9.HLSL.Semantics
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EX9.HLSL.Semantics

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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).

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Shoutbox

~14h ago

fleg: This Tuesday, Cologne: exhibition opening of "interwoven", textile disinformation patterns created with vvvv. https://fleg.de/news/exhibition-interwoven

~14d ago

manuelgonzalvez: Assimp nodes all broken afted Win Update w/exception "COM object that has been separated from its underlying RCW(...)"

~14d ago

manuelgonzalvez: @levi thanks would love to! anyway managed to get something similar working based on forum search and anthokio's patches.

~15d ago

levi: @ravasquez thanks. 31.2 x86 verrion worked. @manuelgonzalvez i have a dx11 projectTexture if u a want.

~16d ago

manuelgonzalvez: Anyone has a dx11 port of "projectedTexture" dx9 fx for projection mapping?

~16d ago

manuelgonzalvez: Anyone has a dx11 port of "projectedTexture" dx9 fx for projection mapping?

~16d ago

ravazquez: @levi not sure bout the ImagePack, but I believe VL.OpenCV should give you the same tools and should work with beta just fine

~17d ago

levi: anyone knows of a VVVVpacks.image that works for elliot's projector calibration patches?x64,dx11. always crashes v4 on solve.

~24d ago

Lorenz: VJing with GIFS: https://lorenzpotthast.de/gifjockey/ A fun little side project, that I first prototyped in v4 and now turned web-based ;)

~1mth ago

schlonzo: finally fixed in 4.8 nice1