Global constants
DSHL supports some built-in global constants, which you can grab in the preshader Preshader and then use in hlsl blocks.
List of constants:
globtm–float4x4world-view-projection matrixprojtm–float4x4projection matrixviewprojtm–float4x4view-projection matrixlocal_view_x, local_view_y, local_view_z, local_view_pos– 1..4 columns of inverse view matrix, infloat3formatworld_local_x, world_local_y, world_local_z, world_local_pos– 1..4 columns of world transform matrix, infloat3format
Usage example:
shader example_shader
{
// grabbing global constants via preshader
(vs)
{
viewprojtm@f44 = viewprojtm;
world_local_x@f3 = world_local_x;
world_local_y@f3 = world_local_y;
world_local_z@f3 = world_local_z;
world_local_pos@f3 = world_local_pos;
}
hlsl(vs)
{
float4 example_vs(float4 pos: POSITION0)
{
// using global constants in hlsl
float3 worldPos = float3(pos.x * world_local_x + pos.y * world_local_y + pos.z * world_local_z + world_local_pos);
return mulPointTm(worldPos, viewprojtm);
}
}
}
Warning
Matrix constants globtm, projtm, viewprojtm are only available for (vs) preshader.