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 | void main_vp(
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66 | float4 position : POSITION,
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67 | float4 normal : NORMAL,
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68 | float2 texCoord : TEXCOORD0,
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69 | float2 texCoordNormalized : TEXCOORD1,
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70 |
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71 | uniform float distanceScale,
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72 | uniform float4 lightPosition,
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73 | uniform float4 lightDirection,
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74 | uniform float4 camera_pos,
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75 | uniform float4x4 worldviewproj,
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76 | uniform float4x4 worldmatrix,
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77 | uniform float4x4 proj_matrix,
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78 | uniform float time_0_X,
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79 |
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80 | out float4 opos: POSITION,
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81 | out float3 onormal: TEXCOORD0,
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82 | out float3 olightVec : TEXCOORD1,
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83 | out float3 oviewVec: TEXCOORD2,
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84 | out float4 oshadowCrd: TEXCOORD3,
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85 | out float2 otexCoord: TEXCOORD4,
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86 | out float2 otexCoordNormalized: TEXCOORD5
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87 | )
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88 | {
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89 | opos = mul(worldviewproj, position);
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90 |
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91 | //------------------------------------------------------------
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92 | // World-space lighting
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93 | //------------------------------------------------------------
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94 | onormal = normal;
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95 | //onormal = mul(worldmatrix,normal);
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96 | olightVec = distanceScale * (lightPosition - opos.xyz);
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97 | oviewVec = camera_pos - opos.xyz;
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98 | otexCoord = texCoord;
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99 | otexCoordNormalized = texCoordNormalized;
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100 |
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101 | //------------------------------------------------------------
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102 | // Light-space coordinates
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103 | //------------------------------------------------------------
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104 | float4 sPos = mul(proj_matrix, position);
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105 | // Use projective texturing to map the position of each fragment
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106 | // to its corresponding texel in the shadow map.
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107 | sPos.z += 10;
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108 | oshadowCrd.x = 0.5 * (sPos.z + sPos.x);
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109 | oshadowCrd.y = 0.5 * (sPos.z - sPos.y);
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110 | oshadowCrd.z = 0;
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111 | oshadowCrd.w = sPos.z;
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112 | } |
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