source: GTP/trunk/App/Demos/Illum/SoftShadowMap/Shaders/technique_focusing.fx @ 1637

Revision 1637, 1.6 KB checked in by szirmay, 18 years ago (diff)
Line 
1// Percentage closer soft shadows
2// Our PC sodt fhadow implementation
3
4// SHADOWMAP generation
5
6//-----------------------------------------------------------------------------
7// Vertex Shader: RenderShadowMap_Focusing_VS
8// Desc: Process vertex for the shadow map
9//-----------------------------------------------------------------------------
10VS_OUTPUT RenderFocusingMap_VS( VS_INPUT IN )
11{
12        VS_OUTPUT OUT = (VS_OUTPUT)0;
13        OUT.Color = IN.Color;
14        OUT.Tex = IN.Tex;
15        // transform model-space vertex position to light's normalized device space:
16        OUT.ldPosition = mul(IN.Position, WorldLightProj);
17       
18        // transform model-space vertex position to normalized screen space:
19        OUT.hPosition = mul(IN.Position, WorldViewProj);
20        return OUT;
21}
22
23//-----------------------------------------------------------------------------
24// Pixel Shader: RenderShadowMapPS_Focusing_PS
25// Desc: Process pixel for the shadow map
26//               Writes uv coordinate of light's camera space
27//-----------------------------------------------------------------------------
28float4 RenderFocusingMap_PS( VS_OUTPUT IN ):COLOR
29{
30        float3 lexel = IN.ldPosition.xyz / IN.ldPosition.w;
31        return float4( lexel, 1 );
32}
33
34
35// TECHNIQUE
36
37//-----------------------------------------------------------------------------
38// Techniques: RenderShadowMap
39// Desc: Render the shadow map
40//-----------------------------------------------------------------------------
41
42technique RenderFocusingMap
43{
44    pass p0
45    {
46        VertexShader = compile vs_2_0 RenderFocusingMap_VS();
47        PixelShader  = compile ps_2_0 RenderFocusingMap_PS();
48    }
49}
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