[777] | 1 | ///////depth map
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| 2 | struct VS_OUT
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| 3 | {
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| 4 | float4 hPosition : POSITION;
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[1118] | 5 | float4 Position : TEXCOORD0;
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[777] | 6 | };
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| 7 |
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[1118] | 8 | VS_OUT DepthVS(float4 position : POSITION,
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[1131] | 9 | uniform float4x4 worldViewProj)
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[777] | 10 | {
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| 11 |
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| 12 | VS_OUT OUT;
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[1118] | 13 |
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[777] | 14 | OUT.hPosition = mul(worldViewProj, position);
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[1131] | 15 | OUT.Position = mul(worldViewProj, position);
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[1118] | 16 |
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[777] | 17 | return OUT;
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| 18 | }
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| 19 |
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[1118] | 20 | //for directional light
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[777] | 21 | float4 DepthPS(VS_OUT IN ):COLOR
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| 22 | {
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[1118] | 23 | float4 pos = (IN.Position / IN.Position.w);
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| 24 | pos = (pos +1.0 ) / 2.0;
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[1131] | 25 | return float4(pos.z, pos.z * pos.z, 1, 1);
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[777] | 26 | }
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| 27 |
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| 28 | ///////////////Shadow
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| 29 |
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| 30 | struct VS_OUT_SHADOW
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| 31 | {
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| 32 | float4 hPosition : POSITION;
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| 33 | float4 Position : TEXCOORD0;
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[1118] | 34 | float4 lPosition : TEXCOORD1;
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[777] | 35 | };
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| 36 |
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| 37 | VS_OUT_SHADOW depthShadowVS(float4 position : POSITION,
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[1118] | 38 | uniform float4x4 worldViewProj,
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[1131] | 39 | uniform float4x4 world,
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[1118] | 40 | uniform float4x4 lightViewProj)
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[777] | 41 | {
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| 42 | VS_OUT_SHADOW OUT;
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| 43 | OUT.hPosition = mul(worldViewProj, position);
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[1131] | 44 | float4 wPos = mul(world, position);
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| 45 | OUT.lPosition = mul(lightViewProj, wPos);
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[1118] | 46 | OUT.Position = position;
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[777] | 47 | return OUT;
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| 48 | }
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| 49 |
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| 50 |
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| 51 | float4 depthShadowPS(VS_OUT_SHADOW IN,
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| 52 | uniform float4x4 lightViewProj,
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[1118] | 53 | uniform sampler2D depthShadowMap : register(s0)
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| 54 | ):COLOR
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| 55 | {
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[1131] | 56 | float bias = 0.1;
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[1118] | 57 | float4 light = float4(1,1,1,1);
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| 58 | float4 shadow = float4(0.3,0.3,0.3,1);
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[777] | 59 |
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[1118] | 60 | float4 pos = (IN.lPosition / IN.lPosition.w);
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[1131] | 61 | pos.xy = (pos.xy +1.0 ) / 2.0;
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[1118] | 62 | pos.y = 1.0 - pos.y;
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| 63 | float4 storedDepth = tex2D(depthShadowMap, pos.xy);
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[1131] | 64 |
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| 65 | if(storedDepth.r + bias > pos.z)
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| 66 | {
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| 67 | float M1 = storedDepth.r;
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| 68 | float M2 = storedDepth.g;
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| 69 | float v2 = M2 - M1 * M1;
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| 70 | float pmax = v2 / (v2 + pow(M1 - pos.z, 2));
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| 71 | light = shadow + (1 - shadow) * pmax;
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| 72 |
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| 73 | //light = shadow;
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| 74 | }
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[1118] | 75 | //return abs( pos.z - storedDepth.z );
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| 76 | return light;
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[777] | 77 | }
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| 78 |
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