[1493] | 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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