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Question by meteorstorm · May 05, 2018 at 10:30 PM · shadersshader programmingnormalization

Frag shader input not in Normalized Device Coordinates?

Hey guys, I was reading some other posts around here that were saying the input to the fragment shader is in NDC space, that the hardware applies the perspective divide by w automatically.

I set up an example to color a plane. And it looks like the frag shader input positions are NOT normalized. (x is in [0,800], y is in [0,600] with my viewport settings). Also, it looks like w is already 1, so I can't divide by it...

Any idea why?

             struct v2f
             {
                 float4 vertex : SV_POSITION;
                 float4 color : COLOR;
             };
 
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = UnityObjectToClipPos(v.vertex);
                 return o;
             }
             
             fixed4 frag (v2f i) : SV_Target
             {
                 // i.vertex not in NDC? / why do I need to do this? 
                 fixed4 norm = normalize(i.vertex);
                 return fixed4(norm.xy,0,1);
 
                 // doesn't work... w seems to be 1
                 //return fixed4(i.vertex.xyz / i.vertex.w, 1);
             }
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