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 | float3 lightVec : TEXCOORD1;
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5 | float3 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 | };
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10 |
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11 | float distanceScale;
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12 | float4 lattenuation;
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13 | float4 lightPosition;
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14 | float4 lightDirection;
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15 | float4 cameraPosition;
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16 | float4 cameraDirection;
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17 | float4x4 worldviewproj;
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18 | float4x4 worldmatrix;
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19 | float4x4 proj_matrix;
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20 | float4x4 texAdjMatrix;
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21 | float4x4 texMat;
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22 | float time_0_X;
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23 |
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24 | VS_OUTPUT main_vp(
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25 | float4 position : POSITION,
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26 | float3 normal : NORMAL,
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27 | float2 texCoord : TEXCOORD0,
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28 | float2 texCoordNormalized : TEXCOORD1,
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29 | float3 inTangent : TEXCOORD2,
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30 | float3 inBinormal : BINORMAL
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31 | )
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32 | {
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33 |
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34 | VS_OUTPUT Out;
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35 |
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36 | Out.Pos = mul(worldviewproj, position);
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37 | float4 worldpos = mul(worldmatrix,position);
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38 | Out.normal = normal;
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39 | Out.lightVec = lightPosition.xyz - worldpos.xyz;
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40 | Out.viewVec = cameraPosition.xyz - position.xyz;
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41 | Out.texCoord = texCoord;
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42 | Out.texCoordNormalized = texCoordNormalized;
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43 | //float4x4 texMat = mul(texMat,worldmatrix);
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44 | //float4x4 texMat = mul(worldmatrix,texMat);
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45 | //float4 sPos = mul(texMat,position);
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46 |
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47 | //float4 sPos = mul(mul(proj_matrix,worldmatrix),position);
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48 | float4 sPos = Out.Pos;
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49 | // Use projective texturing to map the position of each fragment
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50 | // to its corresponding texel in the shadow map.
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51 | sPos.z += 1.0;
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52 | //Out.shadowCrd.x = sPos.z + sPos.x;
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53 | //Out.shadowCrd.y = sPos.z - sPos.y;
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54 | //Out.shadowCrd.z = 0;
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55 | //Out.shadowCrd.w = sPos.z + sPos.z;
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56 | //Out.shadowCrd = sPos;
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57 | // Projective texture coordinates, adjust for mapping
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58 | float4x4 scalemat = float4x4(0.5, 0, 0, 0.5,
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59 | 0, -0.5, 0, 0.5,
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60 | 0, 0, 0.5, 0.5,
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61 | 0, 0, 0, 1);
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62 | Out.shadowCrd = mul(scalemat,sPos);
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63 |
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64 |
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65 |
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66 | return Out;
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67 | } |
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