[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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[1629] | 23 | //return 1;
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[1118] | 24 | float4 pos = (IN.Position / IN.Position.w);
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[1629] | 25 | //pos = (pos +1.0 ) / 2.0;
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[1131] | 26 | return float4(pos.z, pos.z * pos.z, 1, 1);
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[777] | 27 | }
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| 28 |
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| 29 | ///////////////Shadow
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| 30 |
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| 31 | struct VS_OUT_SHADOW
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| 32 | {
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| 33 | float4 hPosition : POSITION;
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| 34 | float4 Position : TEXCOORD0;
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[1118] | 35 | float4 lPosition : TEXCOORD1;
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[777] | 36 | };
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| 37 |
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| 38 | VS_OUT_SHADOW depthShadowVS(float4 position : POSITION,
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[1118] | 39 | uniform float4x4 worldViewProj,
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[1131] | 40 | uniform float4x4 world,
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[1118] | 41 | uniform float4x4 lightViewProj)
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[777] | 42 | {
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| 43 | VS_OUT_SHADOW OUT;
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| 44 | OUT.hPosition = mul(worldViewProj, position);
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[1131] | 45 | float4 wPos = mul(world, position);
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| 46 | OUT.lPosition = mul(lightViewProj, wPos);
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[1118] | 47 | OUT.Position = position;
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[777] | 48 | return OUT;
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| 49 | }
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| 50 |
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[1629] | 51 | /*
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[777] | 52 | float4 depthShadowPS(VS_OUT_SHADOW IN,
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| 53 | uniform float4x4 lightViewProj,
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[1118] | 54 | uniform sampler2D depthShadowMap : register(s0)
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| 55 | ):COLOR
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| 56 | {
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[1629] | 57 | float bias = 0.0001;
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[1118] | 58 | float4 light = float4(1,1,1,1);
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[1629] | 59 | float4 shadow = float4(0.6,0.6,0.6,1);
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[777] | 60 |
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[1118] | 61 | float4 pos = (IN.lPosition / IN.lPosition.w);
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[1131] | 62 | pos.xy = (pos.xy +1.0 ) / 2.0;
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[1118] | 63 | pos.y = 1.0 - pos.y;
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| 64 | float4 storedDepth = tex2D(depthShadowMap, pos.xy);
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[1131] | 65 |
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[1629] | 66 | if(storedDepth.r + bias < pos.z)
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[1131] | 67 | {
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| 68 | float M1 = storedDepth.r;
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| 69 | float M2 = storedDepth.g;
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| 70 | float v2 = M2 - M1 * M1;
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| 71 | float pmax = v2 / (v2 + pow(M1 - pos.z, 2));
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| 72 | light = shadow + (1 - shadow) * pmax;
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| 73 |
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| 74 | //light = shadow;
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| 75 | }
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[1118] | 76 | //return abs( pos.z - storedDepth.z );
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| 77 | return light;
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[777] | 78 | }
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[1629] | 79 | */
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[777] | 80 |
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[1629] | 81 |
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| 82 | float4 depthShadowPS(VS_OUT_SHADOW IN,
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| 83 | uniform float4x4 lightViewProj,
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| 84 | uniform sampler2D depthShadowMap : register(s0)
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| 85 | ):COLOR
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| 86 | {
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| 87 | float bias = 0.0001;
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| 88 | float4 light = float4(1,1,1,1);
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| 89 | float4 shadow = float4(0.65,0.65,0.65,1);
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| 90 | //float4 shadow = float4(0,0,0,1);
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| 91 |
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| 92 | if(IN.lPosition.z > 0.0)
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| 93 | {
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| 94 | float4 pos = (IN.lPosition / IN.lPosition.w);
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| 95 | pos.xy = (pos.xy + 1.0) / 2.0;
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| 96 |
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| 97 |
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| 98 | pos.y = 1.0 - pos.y;
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| 99 | float4 storedDepth = tex2D(depthShadowMap, pos.xy);
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| 100 |
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| 101 | if(storedDepth.r + bias < pos.z)
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| 102 | {
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| 103 | light = shadow;
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| 104 | }
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| 105 | //if(length(pos.xy)>1)
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| 106 | // light = shadow;
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| 107 | }
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| 108 |
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| 109 |
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| 110 | return light;
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| 111 | }
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