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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5 | float4 Position : TEXCOORD0;
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6 | };
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7 |
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8 | VS_OUT DepthVS(float4 position : POSITION,
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9 | uniform float4x4 worldViewProj)
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10 | {
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11 |
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12 | VS_OUT OUT;
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13 |
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14 | OUT.hPosition = mul(worldViewProj, position);
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15 | OUT.Position = mul(worldViewProj, position);
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16 |
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17 | return OUT;
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18 | }
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19 |
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20 | //for directional light
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21 | float4 DepthPS(VS_OUT IN ):COLOR
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22 | {
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23 | //return 1;
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24 | float4 pos = (IN.Position / IN.Position.w);
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25 | //pos = (pos +1.0 ) / 2.0;
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26 | return float4(pos.z, pos.z * pos.z, 1, 1);
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27 | }
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28 |
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29 | VS_OUT DepthDistVS(float4 position : POSITION,
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30 | uniform float4x4 worldViewProj,
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31 | uniform float4x4 worldView)
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32 | {
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33 |
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34 | VS_OUT OUT;
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35 |
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36 | OUT.hPosition = mul(worldViewProj, position);
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37 | OUT.Position = mul(worldView, position);
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38 |
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39 | return OUT;
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40 | }
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41 |
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42 | float4 DepthDistPS(VS_OUT IN,
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43 | uniform float farPlane ):COLOR
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44 | {
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45 | float dist = length(IN.Position.xyz) / farPlane;
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46 | return float4(dist, dist * dist, 1, 1);
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47 | //return farPlane;
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48 | }
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49 |
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50 | ///////////////Shadow
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51 |
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52 | struct VS_OUT_SHADOW
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53 | {
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54 | float4 hPosition : POSITION;
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55 | float4 lPosition : TEXCOORD0;
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56 | float4 lVPosition : TEXCOORD1;
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57 | };
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58 |
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59 | VS_OUT_SHADOW depthShadowVS(float4 position : POSITION,
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60 | uniform float4x4 worldViewProj,
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61 | uniform float4x4 world,
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62 | uniform float4x4 lightViewProj)
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63 | {
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64 | VS_OUT_SHADOW OUT;
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65 | OUT.hPosition = mul(worldViewProj, position);
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66 | float4 wPos = mul(world, position);
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67 | OUT.lPosition = mul(lightViewProj, wPos);
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68 | OUT.lVPosition = 0;
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69 | return OUT;
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70 | }
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71 |
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72 | /*
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73 | float4 depthShadowPS(VS_OUT_SHADOW IN,
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74 | uniform float4x4 lightViewProj,
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75 | uniform sampler2D depthShadowMap : register(s0)
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76 | ):COLOR
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77 | {
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78 | float bias = 0.001;
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79 | float4 light = float4(1,1,1,1);
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80 | float4 shadow = float4(0.25,0.25,0.25,1);
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81 | //float4 shadow = float4(0,0,0,1);
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82 |
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83 | if(IN.lPosition.z > 0.0)
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84 | {
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85 | float4 pos = (IN.lPosition / IN.lPosition.w);
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86 |
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87 | if(length(pos.xy)>1)
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88 | light = shadow;
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89 | else
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90 | {
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91 | pos.xy = (pos.xy + 1.0) / 2.0;
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92 | pos.y = 1.0 - pos.y;
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93 | float4 storedDepth = tex2D(depthShadowMap, pos.xy);
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94 |
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95 |
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96 | float M1 = storedDepth.r;
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97 | float M2 = storedDepth.g;
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98 | float v2 = M2 - M1 * M1;
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99 | float pmax = v2 / (v2 + pow(M1 - pos.z, 2));
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100 | light = saturate(shadow + (1 - shadow) * pmax);
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101 |
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102 | }
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103 |
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104 | }
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105 | else
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106 | light = shadow;
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107 |
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108 | return light;
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109 | }
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110 | */
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111 |
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112 |
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113 |
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114 | VS_OUT_SHADOW distShadowVS(float4 position : POSITION,
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115 | uniform float4x4 worldViewProj,
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116 | uniform float4x4 world,
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117 | uniform float4x4 lightView,
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118 | uniform float4x4 lightViewProj)
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119 | {
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120 | VS_OUT_SHADOW OUT;
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121 | OUT.hPosition = mul(worldViewProj, position);
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122 | float4 wPos = mul(world, position);
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123 | OUT.lPosition = mul(lightViewProj, wPos);
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124 | OUT.lVPosition = mul(lightView, wPos);
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125 | return OUT;
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126 | }
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127 |
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128 |
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129 | float4 distShadowPS(VS_OUT_SHADOW IN,
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130 | uniform float4x4 lightViewProj,
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131 | uniform float lightFarPlane,
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132 | uniform sampler2D depthShadowMap : register(s0)
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133 | ):COLOR
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134 | {
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135 | float bias = 0.001;
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136 | float epsilon = 0.001;
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137 | float4 light = float4(1,1,1,1);
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138 | float4 shadow = float4(0.85,0.85,0.85,1);
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139 |
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140 | if(IN.lPosition.z > 0.0)
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141 | {
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142 | float4 pos = (IN.lPosition / IN.lPosition.w);
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143 |
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144 | float d = length(pos.xy);
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145 |
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146 | light = saturate((1.0 - d)/0.05);
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147 |
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148 | if(d <= 1.0)
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149 | {
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150 | float dist = length(IN.lVPosition.xyz) / lightFarPlane;
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151 | pos.xy = (pos.xy + 1.0) / 2.0;
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152 | pos.y = 1.0 - pos.y;
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153 | float4 storedDist = tex2D(depthShadowMap, pos.xy);
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154 | dist -= bias;
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155 | float lit_factor = light * (dist <= storedDist.r);
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156 |
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157 | float M1 = storedDist.r;
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158 | float M2 = storedDist.g;
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159 | float v2 = min(max(M2 - M1 * M1, 0.0) + epsilon, 1.0);
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160 | float m_d = M1 - dist;
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161 | float pmax = v2 / (v2 + m_d * m_d);
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162 |
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163 | // Adjust the light color based on the shadow attenuation
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164 | light = max(lit_factor, pmax);
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165 |
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166 | }
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167 |
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168 | }
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169 | else
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170 | light = 0;
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171 |
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172 | return shadow + (1 - shadow) * light;
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173 | }
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174 | /*
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175 | float4 distShadowPS(VS_OUT_SHADOW IN,
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176 | uniform float4x4 lightViewProj,
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177 | uniform float lightFarPlane,
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178 | uniform sampler2D depthShadowMap : register(s0)
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179 | ):COLOR
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180 | {
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181 | float bias = 0.001;
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182 | float epsilon = 0.001;
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183 | float4 light = float4(1,1,1,1);
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184 | float4 shadow = float4(0.65,0.65,0.65,1);
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185 |
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186 | if(IN.lPosition.z > 0.0)
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187 | {
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188 | float4 pos = (IN.lPosition / IN.lPosition.w);
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189 |
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190 | float d = length(pos.xy);
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191 |
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192 | light = saturate((1.0 - d)/0.05);
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193 |
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194 | if(d <= 1.0)
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195 | {
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196 | float dist = length(IN.lVPosition.xyz) / lightFarPlane;
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197 | pos.xy = (pos.xy + 1.0) / 2.0;
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198 | pos.y = 1.0 - pos.y;
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199 | float4 storedDist = tex2D(depthShadowMap, pos.xy);
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200 |
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201 | light = storedDist.r + dist*0.000000000001;
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202 |
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203 | }
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204 |
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205 | }
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206 | else
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207 | light = 0;
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208 |
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209 | return shadow + (1 - shadow) * light;
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210 | }
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211 | */
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212 |
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213 | float4 depthShadowPS(VS_OUT_SHADOW IN,
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214 | uniform float4x4 lightViewProj,
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215 | uniform sampler2D depthShadowMap : register(s0)
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216 | ):COLOR
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217 | {
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218 | float bias = 0.0001;
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219 | float4 light = float4(1,1,1,1);
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220 | float4 shadow = float4(0.95,0.95,0.95,1);
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221 | //float4 shadow = float4(0,0,0,1);
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222 |
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223 | if(IN.lPosition.z > 0.0)
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224 | {
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225 | float4 pos = (IN.lPosition / IN.lPosition.w);
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226 |
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227 | if(length(pos.xy)>1)
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228 | light = shadow;
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229 | else
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230 | {
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231 | pos.xy = (pos.xy + 1.0) / 2.0;
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232 | pos.y = 1.0 - pos.y;
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233 | float4 storedDepth = tex2D(depthShadowMap, pos.xy);
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234 |
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235 | if(storedDepth.r + bias < pos.z)
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236 | {
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237 | light = shadow;
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238 | }
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239 | }
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240 |
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241 | }
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242 | else
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243 | light = shadow;
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244 |
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245 |
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246 | return light;
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247 | }
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