1 | // input |
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2 | struct vtxin |
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3 | { |
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4 | float4 position: POSITION; |
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5 | float3 normal: NORMAL; |
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6 | float4 color: COLOR0; |
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7 | float4 texCoord: TEXCOORD0; |
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8 | }; |
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9 | |
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10 | // vtx output |
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11 | struct vtxout |
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12 | { |
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13 | float4 position: POSITION; // eye space |
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14 | float4 texCoord: TEXCOORD0; |
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15 | |
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16 | float4 color: COLOR0; |
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17 | float4 worldPos: TEXCOORD1; // world position |
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18 | float3 normal: TEXCOORD2; |
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19 | float4 mypos: TEXCOORD3; |
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20 | }; |
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21 | |
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22 | |
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23 | // fragment input |
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24 | struct fragin |
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25 | { |
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26 | float4 color: COLOR0; |
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27 | float4 position: POSITION; // eye space |
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28 | float4 texCoord: TEXCOORD0; |
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29 | |
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30 | float4 projPos: WPOS; |
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31 | float4 worldPos: TEXCOORD1; // world position |
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32 | |
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33 | float3 normal: TEXCOORD2; |
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34 | |
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35 | float4 mypos: TEXCOORD3; |
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36 | //float DEPTH; |
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37 | }; |
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38 | |
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39 | |
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40 | struct pixel |
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41 | { |
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42 | float4 col: COLOR0; |
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43 | float4 pos: COLOR1; |
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44 | float4 norm: COLOR2; |
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45 | }; |
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46 | |
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47 | |
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48 | vtxout vtx(vtxin IN, |
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49 | const uniform float4x4 ModelViewProj, |
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50 | uniform float4x4 ModelMatrix) |
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51 | { |
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52 | vtxout OUT; |
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53 | |
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54 | // transform the vertex position into eye space |
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55 | OUT.color = IN.color; |
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56 | |
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57 | OUT.texCoord = IN.texCoord; |
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58 | OUT.worldPos = mul(ModelMatrix, IN.position); |
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59 | |
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60 | // transform the vertex position into eye space |
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61 | OUT.position = mul(ModelViewProj, OUT.worldPos); |
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62 | |
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63 | OUT.normal = IN.normal; |
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64 | |
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65 | OUT.mypos = OUT.position; |
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66 | return OUT; |
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67 | } |
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68 | |
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69 | |
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70 | pixel fragtex(fragin IN, |
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71 | uniform sampler2D tex, |
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72 | uniform float maxDepth, |
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73 | uniform float4 ambient, |
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74 | uniform float4 diffuse) |
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75 | { |
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76 | pixel pix; |
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77 | |
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78 | // save color in first render target |
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79 | pix.col = (ambient + diffuse) * tex2D(tex, IN.texCoord.xy); |
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80 | |
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81 | // save world position in second rt |
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82 | pix.pos = IN.worldPos * maxDepth; |
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83 | // save normal in third rt |
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84 | //pix.norm.xyz = IN.normal * 0.5f + 0.5f; |
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85 | pix.norm.xyz = IN.normal; |
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86 | |
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87 | // hack: squeeze some information about ambient into the texture |
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88 | pix.norm.w = ambient.x; |
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89 | // store projection coordinates with positions (used for ssao) |
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90 | pix.pos.w = IN.projPos.w; |
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91 | |
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92 | // account for alpha blending |
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93 | if (pix.col.w < 0.5f) |
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94 | discard; |
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95 | |
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96 | // write the depth |
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97 | pix.col.w = IN.mypos.z / IN.mypos.w; |
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98 | |
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99 | return pix; |
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100 | } |
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101 | |
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102 | |
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103 | pixel frag(fragin IN, |
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104 | uniform float maxDepth, |
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105 | uniform float4 ambient, |
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106 | uniform float4 diffuse |
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107 | ) |
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108 | { |
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109 | pixel pix; |
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110 | |
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111 | pix.col = diffuse; |
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112 | pix.pos = IN.worldPos * maxDepth; |
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113 | |
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114 | //pix.norm.xyz = IN.normal * 0.5f + float3(0.5f); |
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115 | pix.norm.xyz = IN.normal; |
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116 | |
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117 | // hack: squeeze some information about the ambient term into the target |
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118 | pix.norm.w = ambient.x; |
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119 | pix.pos.w = IN.mypos.w; |
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120 | |
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121 | // the projected depth |
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122 | pix.col.w = IN.mypos.z / IN.mypos.w; |
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123 | |
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124 | return pix; |
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125 | } |
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