[1493] | 1 | struct VS_OUTPUT {
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| 2 | float4 Pos: POSITION;
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| 3 | float3 normal: TEXCOORD0;
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| 4 | float4 lightVec : TEXCOORD1;
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| 5 | float4 viewVec: TEXCOORD2;
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| 6 | float4 shadowCrd: TEXCOORD3;
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| 7 | float2 texCoord: TEXCOORD4;
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| 8 | float2 texCoordNormalized: TEXCOORD5;
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| 9 | float4 lightVecNM: TEXCOORD6;
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| 10 | float3 halfvec: TEXCOORD7;
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| 11 | };
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| 12 |
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| 13 | float distanceScale;
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| 14 | float4 lattenuation;
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| 15 | float4 lightPosition;
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| 16 | float4 lightDirection;
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| 17 | float4 cameraPosition;
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| 18 | float4x4 worldviewproj;
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| 19 | float4x4 worldmatrix;
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| 20 | float4x4 proj_matrix;
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| 21 | float time_0_X;
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| 22 |
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| 23 | VS_OUTPUT main_vp(
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| 24 | float4 position : POSITION,
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| 25 | float3 normal : NORMAL,
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| 26 | float2 texCoord : TEXCOORD0,
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| 27 | float2 texCoordNormalized : TEXCOORD1,
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| 28 | float3 inTangent : TEXCOORD2,
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| 29 | float3 inBinormal : BINORMAL
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| 30 | )
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| 31 | {
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| 32 |
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| 33 | VS_OUTPUT Out;
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| 34 |
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| 35 | Out.Pos = mul(worldviewproj, position);
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| 36 |
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| 37 | //------------------------------------------------------------
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| 38 | // World-space lighting
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| 39 | //------------------------------------------------------------
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| 40 | // world_pos,lightPosition,
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| 41 | float world_pos = mul(worldmatrix,position);
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| 42 | Out.normal = normal;
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| 43 | Out.lightVec = lightPosition - world_pos; // Used for shadow mapping
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| 44 | float dist = length(Out.lightVec.xyz);
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| 45 | Out.lightVecNM.xyz = -Out.lightVec.xyz / dist; // For shadow mapping we were using distanceScale
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| 46 | Out.lightVecNM.w = clamp(0.0,1.0,1.0 / (lattenuation.x + lattenuation.y * dist + lattenuation.z * dist * dist) );
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| 47 |
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| 48 | // Debugging purpose...
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| 49 | normal = mul(worldmatrix,normal);
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| 50 | inTangent = mul(worldmatrix,inTangent);
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| 51 | inBinormal = mul(worldmatrix,inBinormal);
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| 52 |
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| 53 | float3x3 tangentSpace;
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| 54 | // In Ogre3D the TAG BINORMAL and TANGENT are not used...
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| 55 | tangentSpace[0] = inTangent;
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| 56 | tangentSpace[1] = cross(inTangent,normal.xyz);
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| 57 | tangentSpace[2] = normal.xyz;
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| 58 |
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| 59 | Out.viewVec = normalize(cameraPosition - world_pos);
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| 60 |
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| 61 | // Converted to Tangent-space
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| 62 | Out.halfvec = mul(tangentSpace,normalize(Out.lightVecNM.xyz+Out.viewVec.xyz));
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| 63 | Out.lightVecNM = float4(mul(tangentSpace,Out.lightVecNM.xyz),Out.lightVecNM.w);
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| 64 |
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| 65 | Out.texCoord = texCoord;
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| 66 | Out.texCoordNormalized = texCoordNormalized;
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| 67 |
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| 68 | //------------------------------------------------------------
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| 69 | // Light-space coordinates
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| 70 | //------------------------------------------------------------
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| 71 | float4 sPos = mul(proj_matrix, position);
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| 72 | //float4 sPos = mul(position,proj_matrix);
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| 73 | sPos.z += 10;
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| 74 | //Out.shadowCrd.x = 0.5 * (sPos.z + sPos.x);
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| 75 | //Out.shadowCrd.y = 0.5 * (sPos.z - sPos.y);
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| 76 | //Out.shadowCrd.z = 0;
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| 77 | //Out.shadowCrd.w = sPos.z;
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| 78 |
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| 79 | //Out.shadowCrd.x = sPos.x;
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| 80 | //Out.shadowCrd.y = 1.0 - sPos.y;
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| 81 | //Out.shadowCrd.z = 0.0;
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| 82 | //Out.shadowCrd.w = sPos.z;
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| 83 |
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| 84 | Out.shadowCrd.x = sPos.x;
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| 85 | Out.shadowCrd.y = 1.0 - sPos.y;
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| 86 | Out.shadowCrd.z = 0.0;
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| 87 | Out.shadowCrd.w = sPos.z;
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| 88 |
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| 89 | return Out;
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| 90 | } |
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