Keith Whitwell wrote:
> Rune Petersen wrote:
>> It turns out I missed something obvious...
>>
>> The parameters are passed correctly, I have just not transformed the
>> vertex.position to the fragment.position
> 
> I guess that's the viewport transformation, or maybe a perspective
> divide followed by viewport transformation.

I did do a viewport transformation, but I didn't map the z component
from a range of [-1 1] to [0 1].
Perspective divide is also needed, but not in my test app (w=1)

ATI appears to do perspective divide in the fragment shader.

I hit a problem constructing this:

- In order to do range mapping in the vertex shader (if I so
  choose) I will need a constant (0.5), but how to add it?

- If I do perspective divide in the fragment shader, I will need to
  remap the WPOS from an INPUT to a TEMP.

> 
> But I think there's a bigger problem here -- somehow you're going to
> have to arrange for that value to be interpolated over the triangle so
> that each fragment ends up with the correct position.
> 
> Maybe they are being interpolated already?  I guess it then depends on
> whether the interpolation is perspective correct so that once
> transformed you really get the right pixel coordinates rather than just
> a linear interpolation across the triangle.

Is there a way to visually verify this?


Rune Petersen

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