1 | float distanceScale;
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2 | float4 lightPosition;
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3 | float4 camera_pos;
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4 | float4x4 worldviewproj;
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5 | float4x4 proj_matrix;
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6 |
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7 | /*
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8 | struct VS_OUTPUT {
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9 | float4 Pos: POSITION;
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10 | float3 normal: TEXCOORD0;
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11 | float3 lightVec : TEXCOORD1;
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12 | float3 viewVec: TEXCOORD2;
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13 | float4 shadowCrd: TEXCOORD3;
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14 | float2 texCoord: TEXCOORD4;
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15 | float2 texCoordNormalized: TEXCOORD5;
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16 | };
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17 |
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18 | VS_OUTPUT main_vp(
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19 | float4 position : POSITION,
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20 | float4 normal : NORMAL,
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21 | float2 texCoord : TEXCOORD0,
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22 | float2 texCoordNormalized : TEXCOORD1)
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23 | {
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24 | VS_OUTPUT Out;
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25 |
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26 | Out.Pos = mul(worldviewproj, position);
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27 | // World-space lighting
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28 | Out.normal = normal;
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29 | Out.lightVec = distanceScale * (lightPosition - position.xyz);
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30 | Out.viewVec = camera_pos - position.xyz;
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31 | Out.texCoord = texCoord;
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32 | Out.texCoordNormalized = texCoordNormalized;
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33 |
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34 | // Project it. For this sample using the normal projection
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35 | // matrix suffices, however, real applications will typically
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36 | // use a separate projection matrix for each light depending
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37 | // on its properties such as FOV and range.
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38 | float4 sPos = mul(proj_matrix, Pos);
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39 |
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40 | // Use projective texturing to map the position of each fragment
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41 | // to its corresponding texel in the shadow map.
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42 | sPos.z += 10;
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43 | Out.shadowCrd.x = 0.5 * (sPos.z + sPos.x);
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44 | Out.shadowCrd.y = 0.5 * (sPos.z - sPos.y);
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45 | Out.shadowCrd.z = 0;
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46 | Out.shadowCrd.w = sPos.z;
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47 |
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48 | return Out;
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49 | }
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50 | */
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51 | struct VS_OUTPUT {
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52 | float4 Pos: POSITION;
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53 | float2 texCoord: TEXCOORD0;
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54 | float2 texCoordNormalized : TEXCOORD1;
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55 | };
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56 |
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57 | VS_OUTPUT main_vp(
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58 | float4 position : POSITION,
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59 | float2 texCoord : TEXCOORD0,
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60 | float2 texCoordNormalized : TEXCOORD1)
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61 | {
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62 | VS_OUTPUT Out;
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63 |
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64 | Out.Pos = mul(worldviewproj, position);
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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 | return Out;
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69 | } |
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