[1493] | 1 | float4x4 viewProjectionMatrix: register(c0);
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| 2 | float4 lightPosition: register(c4);
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| 3 | float4 view_position: register(c5);
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| 4 | float4x4 proj_matrix: register(c6);
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| 5 | float distanceScale: register(c10);
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| 6 | float time_0_X: register(c11);
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| 7 | float3 lookAt;
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| 8 | float factor;
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| 9 |
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| 10 | struct VS_OUTPUT {
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| 11 | float4 Pos: POSITION;
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| 12 | float3 normal: TEXCOORD0;
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| 13 | float3 lightVec: TEXCOORD1;
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| 14 | float3 viewVec: TEXCOORD2;
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| 15 | float4 shadowCrd: TEXCOORD3;
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| 16 | float3 texCoord: TEXCOORD4;
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| 17 | };
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| 18 |
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| 19 | VS_OUTPUT main(float4 Pos: POSITION, float3 normal: NORMAL, float3 texCoord: TEXCOORD0){
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| 20 | VS_OUTPUT Out;
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| 21 |
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| 22 | // Animate the light position.
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| 23 | // Comment out this code to use a static light.
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| 24 | // In real applications this work is better done on
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| 25 | // the CPU as it's constant for the whole scene.
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| 26 | float3 lightPosition;
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| 27 | lightPosition.x = cos(1.321 * time_0_X);
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| 28 | lightPosition.z = sin(0.923 * time_0_X);
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| 29 | lightPosition.xz = 100 * normalize(lightPosition.xz);
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| 30 | lightPosition.y = 100;
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| 31 |
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| 32 | // Flip, scale and translate our model to suit our scene
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| 33 | // In real applications, this work should normally be
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| 34 | // done at load time, alternatively if animation is desired,
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| 35 | // be altered by a world matrix.
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| 36 | normal = normal.xyz;
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| 37 |
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| 38 | Out.Pos = mul(viewProjectionMatrix, Pos);
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| 39 | // World-space lighting
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| 40 | Out.normal = normal;
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| 41 | Out.lightVec = distanceScale * (lightPosition - Pos.xyz);
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| 42 | Out.viewVec = view_position - Pos.xyz;
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| 43 | Out.texCoord = texCoord;
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| 44 |
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| 45 | // Create view vectors for the light, looking at (0,0,0)
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| 46 | // In real applications this work is better done on
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| 47 | // the CPU as it's constant for the whole scene.
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| 48 | float3 dirZ = -normalize(lightPosition);
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| 49 | float3 up = float3(0.0,0.0,1.0);
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| 50 | float3 dirX = cross(up, dirZ);
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| 51 | float3 dirY = cross(dirZ, dirX);
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| 52 |
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| 53 | // Transform into light's view space.
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| 54 | // In real applications we would be better off using a 4x4
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| 55 | // matrix instead, but for this shader it's cheaper to
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| 56 | // just transpose and rotate into light's view space.
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| 57 | float4 pos;
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| 58 | Pos.xyz -= lightPosition;
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| 59 | pos.x = dot(dirX, Pos);
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| 60 | pos.y = dot(dirY, Pos);
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| 61 | pos.z = dot(dirZ, Pos);
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| 62 | pos.w = 1;
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| 63 |
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| 64 | // Project it. For this sample using the normal projection
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| 65 | // matrix suffices, however, real applications will typically
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| 66 | // use a separate projection matrix for each light depending
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| 67 | // on its properties such as FOV and range.
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| 68 | float4 sPos = mul(proj_matrix, pos);
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| 69 |
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| 70 | // Use projective texturing to map the position of each fragment
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| 71 | // to its corresponding texel in the shadow map.
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| 72 | sPos.z += 10;
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| 73 | Out.shadowCrd.x = 0.5 * (sPos.z + sPos.x);
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| 74 | Out.shadowCrd.y = 0.5 * (sPos.z - sPos.y);
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| 75 | Out.shadowCrd.z = 0;
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| 76 | Out.shadowCrd.w = sPos.z;
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| 77 |
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| 78 | return Out;
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| 79 | }
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| 80 |
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| 81 |
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