1 | // Hardware ShadowMap
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2 | // tex2Dproj with NO linear filtering
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3 |
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4 | // SHADOWMAP generation
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5 |
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6 | //-----------------------------------------------------------------------------
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7 | // Vertex Shader: RenderShadowMap_00_VS
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8 | // Desc: Process vertex for the shadow map
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9 | //-----------------------------------------------------------------------------
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10 | void RenderShadowMap_00_VS(
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11 | in float4 Position : POSITION, // input position in modeling space
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12 | out float4 ldPosition : POSITION ) // output position in light's device space
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13 | {
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14 | ldPosition = mul( Position, WorldLightProj );
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15 | }
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16 |
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17 | //-----------------------------------------------------------------------------
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18 | // Pixel Shader: RenderShadowMap_00_PS
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19 | // Desc: Process pixel for the shadow map
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20 | //-----------------------------------------------------------------------------
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21 | float4 RenderShadowMap_00_PS(void) : COLOR
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22 | {
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23 | return float4(0, 0, 0, 1); // just return any color, only the z is used
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24 | }
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25 |
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26 |
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27 | // SCENE RENDERING
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28 |
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29 | //-----------------------------------------------------------------------------
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30 | // Vertex Shader: RenderSceneWithTechnique_00_VS
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31 | // Desc: Process vertex for scene
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32 | //-----------------------------------------------------------------------------
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33 | VS_OUTPUT RenderSceneWithTechnique_00_VS( VS_INPUT IN )
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34 | {
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35 | VS_OUTPUT OUT = (VS_OUTPUT)0;
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36 | OUT.Color = IN.Color;
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37 | OUT.Tex = IN.Tex;
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38 |
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39 | // transform model-space vertex position to light's normalized device space:
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40 | OUT.ldPosition = mul(mul(IN.Position, WorldLightProj), TexScaleBias);
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41 |
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42 | // transform model-space vertex position to normalized screen space:
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43 | OUT.hPosition = mul(IN.Position, WorldViewProj);
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44 | return OUT;
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45 | }
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46 |
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47 |
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48 | //-----------------------------------------------------------------------------
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49 | // Pixel Shader: RenderSceneWithTechnique_00_PS
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50 | // Desc: Hardware shadow map with NO linear filtering and 1 sample
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51 | //-----------------------------------------------------------------------------
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52 | float4 RenderSceneWithTechnique_00_PS( VS_OUTPUT IN ) : COLOR
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53 | {
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54 | float visibility = tex2Dproj( g_ShadowMapZSampler_Point, IN.ldPosition ).x;
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55 | float4 retColor = float4(0,0,0,1);
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56 | if( g_bRenderBaseTexture ){
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57 | retColor.xyz = tex2D( g_samScene, IN.Tex ).xyz * g_vMaterial;
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58 | } else{
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59 | visibility = ( visibility - 1 ) * g_fIntensity * g_fRealSamples;
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60 | retColor = float4( visibility, visibility, visibility, 1 );
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61 | }
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62 | return retColor;
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63 | }
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64 |
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65 |
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66 | // TECHNIQUE
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67 |
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68 | //-----------------------------------------------------------------------------
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69 | // Techniques: RenderShadowMap
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70 | // Desc: Render the shadow map
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71 | //-----------------------------------------------------------------------------
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72 |
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73 | technique RenderShadowMap_0
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74 | {
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75 | pass p0
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76 | {
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77 | VertexShader = compile vs_2_0 RenderShadowMap_00_VS();
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78 | PixelShader = compile ps_2_0 RenderShadowMap_00_PS();
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79 |
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80 | ZEnable = True;
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81 | Lighting = False;
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82 | ColorWriteEnable = 0; // no need to render to color, we only need z
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83 | }
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84 | }
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85 |
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86 | technique RenderSceneWithTechnique_0
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87 | {
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88 | pass p0
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89 | {
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90 | VertexShader = compile vs_2_0 RenderSceneWithTechnique_00_VS();
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91 | PixelShader = compile ps_2_0 RenderSceneWithTechnique_00_PS();
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92 | }
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93 | } |
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