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 | float3 halfvec: 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 | float backside: 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 | float4 cameraDirection;
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19 | float4x4 worldviewproj;
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20 | float4x4 worldmatrix;
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21 | float4x4 proj_matrix;
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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 |
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38 | //------------------------------------------------------------
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39 | // World-space lighting
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40 | //------------------------------------------------------------
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41 | // world_pos,lightPosition,
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42 | float4 world_pos = mul(worldmatrix,position);
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43 |
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44 | Out.backside = 0.0;
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45 | normal = mul(worldmatrix,normal);
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46 |
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47 | if (dot(normal,cameraDirection) < 0.0)
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48 | {
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49 | //normal.xyz = -normal.xyz;
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50 | Out.backside = 1.0;
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51 | }
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52 |
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53 |
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54 | Out.normal = normal;
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55 | Out.lightVec = lightPosition - world_pos; // Used for shadow mapping
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56 | //Out.lightVec = -lightDirection;
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57 | float dist = length(Out.lightVec.xyz);
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58 | Out.lightVecNM.xyz = -Out.lightVec.xyz / dist; // For shadow mapping we were using distanceScale
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59 | Out.lightVecNM.w = clamp(0.0,1.0,1.0 / (lattenuation.x + lattenuation.y * dist + lattenuation.z * dist * dist) );
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60 |
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61 | // Debugging purpose...
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62 | normal = mul(worldmatrix,normal);
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63 | inTangent = mul(worldmatrix,inTangent);
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64 | inBinormal = mul(worldmatrix,inBinormal);
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65 |
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66 | float3x3 tangentSpace;
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67 | // In Ogre3D the TAG BINORMAL and TANGENT are not used...
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68 | tangentSpace[0] = inTangent;
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69 | tangentSpace[1] = cross(inTangent,normal.xyz);
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70 | tangentSpace[2] = normal.xyz;
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71 |
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72 | float4 oviewVec = normalize(cameraPosition - world_pos);
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73 |
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74 | // Converted to Tangent-space
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75 | Out.halfvec = mul(tangentSpace,normalize(Out.lightVecNM.xyz+oviewVec.xyz));
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76 | //Out.lightVecNM = float4(mul(tangentSpace,Out.lightVecNM.xyz),Out.lightVecNM.w);
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77 | Out.lightVecNM = oviewVec;
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78 |
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79 | Out.texCoord = texCoord;
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80 | Out.texCoordNormalized = texCoordNormalized;
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81 |
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82 | //------------------------------------------------------------
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83 | // Light-space coordinates
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84 | //------------------------------------------------------------
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85 | float4 sPos = mul(proj_matrix, position);
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86 | //float4 sPos = mul(position,proj_matrix);
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87 | //sPos.z += 10;
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88 | //Out.shadowCrd.x = 0.5 * (sPos.z + sPos.x);
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89 | //Out.shadowCrd.y = 0.5 * (sPos.z - sPos.y);
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90 | //Out.shadowCrd.z = 0;
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91 | //Out.shadowCrd.w = sPos.z;
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92 |
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93 | Out.shadowCrd = sPos;
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94 |
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95 | //Out.shadowCrd.x = sPos.x;
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96 | //Out.shadowCrd.y = 1.0 - sPos.y;
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97 | //Out.shadowCrd.z = 0.0;
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98 | //Out.shadowCrd.w = sPos.z;
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99 |
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100 | //Out.shadowCrd.x = sPos.x;
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101 | //Out.shadowCrd.y = 1.0 - sPos.y;
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102 | //Out.shadowCrd.z = 0.0;
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103 | //Out.shadowCrd.w = sPos.z;
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104 |
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105 | return Out;
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106 | } |
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