1 | /*
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2 | void main_vp(
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3 | float4 position: POSITION,
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4 | float4 normal: NORMAL,
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5 | float2 texCoord : TEXCOORD0,
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6 |
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7 | out float3 lightpos : TEXCOORD3,
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8 | out float3 eyePosition : TEXCOORD2,
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9 | out float4 oPosition: POSITION,
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10 | out float2 otexCoord : TEXCOORD0,
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11 | //out float3 otexPos : TEXCOORD1,
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12 | out float3 V : TEXCOORD1,
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13 | out float3 L : TEXCOORD4,
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14 | uniform float4 lightposition, // world space
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15 | uniform float4 cameraposition, // world space
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16 | uniform float3 camPosition : TEXCOORD2,
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17 | uniform float3 lightposi : TEXCOORD3,
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18 | uniform float4x4 worldviewproj,
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19 | uniform float4x4 worldmatrix,
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20 | uniform float4x4 invworldmatrix,
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21 | uniform float4x4 viewmatrix,
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22 | uniform float4x4 projmatrix,
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23 | uniform float4x4 viewprojmatrix,
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24 | uniform float4x4 worldviewmatrix
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25 | )
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26 | {
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27 | oPosition = mul(worldviewproj,position);
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28 | float4 pos = mul(worldviewmatrix,position);
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29 |
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30 | //float4 campos = mul(viewmatrix,float4(camPosition,1.0));
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31 | float4 campos = mul(viewmatrix,cameraposition);
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32 | eyePosition = campos.xyz;
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33 |
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34 | float4 lightp = mul(viewmatrix,float4(lightposi,1.0));
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35 | //float4 lightp = mul(viewmatrix,lightposition);
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36 | lightpos = lightp.xyz;
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37 |
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38 | V = -pos.xyz;
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39 | L = lightpos - pos.xyz;
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40 |
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41 | otexCoord = texCoord;
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42 | }
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43 | */
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44 | /*
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45 | void main_vp(
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46 | float4 position : POSITION,
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47 | float4 normal : NORMAL,
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48 | float2 texCoord : TEXCOORD0,
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49 | float2 texCoordNormalized : TEXCOORD1,
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50 |
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51 | out float4 oPosition : POSITION,
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52 | out float2 otexCoord : TEXCOORD0,
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53 | out float2 otexCoordNormalized : TEXCOORD1,
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54 | uniform float4x4 worldviewproj
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55 | )
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56 | {
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57 | oPosition = mul(worldviewproj,position);
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58 | otexCoord = texCoord;
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59 | otexCoordNormalized = texCoordNormalized;
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60 | }
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61 | */
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62 |
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63 |
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64 |
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65 |
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66 | struct VS_OUTPUT {
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67 | float4 Pos: POSITION;
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68 | float3 normal: TEXCOORD0;
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69 | float3 lightVec : TEXCOORD1;
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70 | float3 viewVec: TEXCOORD2;
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71 | float4 shadowCrd: TEXCOORD3;
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72 | float2 texCoord: TEXCOORD4;
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73 | float2 texCoordNormalized: TEXCOORD5;
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74 | };
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75 |
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76 | void main_vp(
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77 | float4 position : POSITION,
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78 | float4 normal : NORMAL,
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79 | float2 texCoord : TEXCOORD0,
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80 | float2 texCoordNormalized : TEXCOORD1,
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81 |
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82 | uniform float distanceScale,
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83 | uniform float4 lightPosition,
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84 | uniform float4 lightDirection,
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85 | uniform float4 camera_pos,
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86 | uniform float4x4 worldviewproj,
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87 | uniform float4x4 proj_matrix,
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88 | uniform float time_0_X,
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89 |
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90 | out float4 opos: POSITION,
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91 | out float3 onormal: TEXCOORD0,
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92 | out float3 olightVec : TEXCOORD1,
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93 | out float3 oviewVec: TEXCOORD2,
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94 | out float4 oshadowCrd: TEXCOORD3,
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95 | out float2 otexCoord: TEXCOORD4,
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96 | out float2 otexCoordNormalized: TEXCOORD5
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97 | )
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98 | {
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99 | opos = mul(worldviewproj, position);
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100 | // World-space lighting
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101 | onormal = normal;
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102 | //olightVec = distanceScale * (lightPosition - position.xyz);
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103 | olightVec = distanceScale * -lightDirection;
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104 | oviewVec = camera_pos - position.xyz;
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105 | otexCoord = texCoord;
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106 | otexCoordNormalized = texCoordNormalized;
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107 |
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108 | // Create view vectors for the light, looking at (0,0,0)
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109 | // In real applications this work is better done on
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110 | // the CPU as it's constant for the whole scene.
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111 | //float3 dirZ = -normalize(lightPosition);
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112 | float3 dirZ = -normalize(lightDirection);
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113 | float3 up = float3(0.0,0.0,1.0);
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114 | float3 dirX = cross(up, dirZ);
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115 | float3 dirY = cross(dirZ, dirX);
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116 |
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117 | // Transform into light's view space.
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118 | // In real applications we would be better off using a 4x4
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119 | // matrix instead, but for this shader it's cheaper to
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120 | // just transpose and rotate into light's view space.
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121 | float4 pos;
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122 | //position.xyz -= lightPosition;
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123 | position.xyz -= lightDirection;
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124 | pos.x = dot(dirX, position);
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125 | pos.y = dot(dirY, position);
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126 | pos.z = dot(dirZ, position);
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127 | pos.w = 1;
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128 |
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129 | // Project it. For this sample using the normal projection
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130 | // matrix suffices, however, real applications will typically
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131 | // use a separate projection matrix for each light depending
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132 | // on its properties such as FOV and range.
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133 | float4 sPos = mul(proj_matrix, pos);
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134 |
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135 | // Use projective texturing to map the position of each fragment
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136 | // to its corresponding texel in the shadow map.
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137 | sPos.z += 10;
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138 | oshadowCrd.x = 0.5 * (sPos.z + sPos.x);
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139 | oshadowCrd.y = 0.5 * (sPos.z - sPos.y);
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140 | oshadowCrd.z = 0;
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141 | oshadowCrd.w = sPos.z;
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142 | } |
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