» 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

~2d ago

joreg: Two #vvvv workshops this week in #berlin: Friday: Physical Computing, Saturday: Computer Vision. Tickets: upcoming-full-day-vvvv-gamma-workshops-in-berlin

~3d ago

joreg: @cznickesz also feel free to join our chat for such questions: chat

~3d ago

cznickesz: @joreg: Yeah, I´ll give it a try! Thx

~3d ago

joreg: @cznickesz: we're hoping this week. but depends on feedback. please test your project and let us know if it works.

~3d ago

cznickesz: @joreg: I should stop asking my questions so cryptic ;-) So right away: is final Beta39 hours, days or weeks away?

~3d ago

joreg: @cznickesz: the idea of an RC is exactly to make sure your projects will work with it. your last chance to report problems with b39.

~3d ago

cznickesz: So how "RC" is the "RC3"? I have to update an old project soon and I´m wondering if I should wait and directly update to Beta39

~3d ago

joreg: @takuma, the "one frame" issue was fixed in RC3 for beta39, see: beta39-release-candidate

~3d ago

Takuma: @joreg thank!! Ill try this. Are there a way to send video texture from vvvv to vl? fromimage node in vl somehow only sends 1 frame

~3d ago

cznickesz: @ravasquez thx, so I need to stop avoiding nuget in the end ;-)