[861] | 1 | /*
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| 2 | Basic ambient lighting vertex program
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| 3 | */
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| 4 | void ambientOneTexture_vp(float4 position : POSITION,
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| 5 | float2 uv : TEXCOORD0,
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| 6 |
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| 7 | out float4 oPosition : POSITION,
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| 8 | out float2 oUv : TEXCOORD0,
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| 9 | out float4 colour : COLOR,
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| 10 |
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| 11 | uniform float4x4 worldViewProj,
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| 12 | uniform float4 ambient)
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| 13 | {
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| 14 | oPosition = mul(worldViewProj, position);
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| 15 | oUv = uv;
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| 16 | colour = ambient;
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| 17 | }
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| 18 |
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| 19 | /*
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| 20 | Single-weight-per-vertex hardware skinning, 2 lights
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| 21 | The trouble with vertex programs is they're not general purpose, but
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| 22 | fixed function hardware skinning is very poorly supported
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| 23 | */
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| 24 | void hardwareSkinningOneWeight_vp(
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| 25 | float4 position : POSITION,
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| 26 | float3 normal : NORMAL,
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| 27 | float2 uv : TEXCOORD0,
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| 28 | float blendIdx : BLENDINDICES,
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| 29 |
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| 30 |
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| 31 | out float4 oPosition : POSITION,
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| 32 | out float2 oUv : TEXCOORD0,
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| 33 | out float4 colour : COLOR,
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| 34 | // Support up to 24 bones of float3x4
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| 35 | // vs_1_1 only supports 96 params so more than this is not feasible
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| 36 | uniform float3x4 worldMatrix3x4Array[24],
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| 37 | uniform float4x4 viewProjectionMatrix,
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| 38 | uniform float4 lightPos[2],
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| 39 | uniform float4 lightDiffuseColour[2],
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| 40 | uniform float4 ambient)
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| 41 | {
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| 42 | // transform by indexed matrix
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| 43 | float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0);
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| 44 | // view / projection
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| 45 | oPosition = mul(viewProjectionMatrix, blendPos);
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| 46 | // transform normal
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| 47 | float3 norm = mul((float3x3)worldMatrix3x4Array[blendIdx], normal);
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| 48 | // Lighting - support point and directional
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| 49 | float3 lightDir0 = normalize(
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| 50 | lightPos[0].xyz - (blendPos.xyz * lightPos[0].w));
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| 51 | float3 lightDir1 = normalize(
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| 52 | lightPos[1].xyz - (blendPos.xyz * lightPos[1].w));
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| 53 |
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| 54 | oUv = uv;
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| 55 | colour = ambient +
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| 56 | (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) +
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| 57 | (saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]);
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| 58 |
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| 59 | }
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| 60 |
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| 61 | /*
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| 62 | Single-weight-per-vertex hardware skinning, shadow-caster pass
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| 63 | */
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| 64 | void hardwareSkinningOneWeightCaster_vp(
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| 65 | float4 position : POSITION,
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| 66 | float3 normal : NORMAL,
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| 67 | float blendIdx : BLENDINDICES,
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| 68 |
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| 69 |
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| 70 | out float4 oPosition : POSITION,
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| 71 | out float4 colour : COLOR,
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| 72 | // Support up to 24 bones of float3x4
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| 73 | // vs_1_1 only supports 96 params so more than this is not feasible
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| 74 | uniform float3x4 worldMatrix3x4Array[24],
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| 75 | uniform float4x4 viewProjectionMatrix,
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| 76 | uniform float4 ambient)
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| 77 | {
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| 78 | // transform by indexed matrix
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| 79 | float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0);
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| 80 | // view / projection
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| 81 | oPosition = mul(viewProjectionMatrix, blendPos);
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| 82 |
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| 83 | colour = ambient;
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| 84 |
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| 85 | }
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| 86 |
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| 87 | /*
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| 88 | Four-weight-per-vertex hardware skinning, 2 lights
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| 89 | The trouble with vertex programs is they're not general purpose, but
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| 90 | fixed function hardware skinning is very poorly supported
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| 91 | */
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| 92 | void hardwareSkinningFourWeights_vp(
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| 93 | float4 position : POSITION,
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| 94 | float3 normal : NORMAL,
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| 95 | float2 uv : TEXCOORD0,
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| 96 | float4 blendIdx : BLENDINDICES,
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| 97 | float4 blendWgt : BLENDWEIGHT,
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| 98 |
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| 99 |
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| 100 | out float4 oPosition : POSITION,
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| 101 | out float2 oUv : TEXCOORD0,
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| 102 | out float4 colour : COLOR,
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| 103 | // Support up to 24 bones of float3x4
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| 104 | // vs_1_1 only supports 96 params so more than this is not feasible
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| 105 | uniform float3x4 worldMatrix3x4Array[24],
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| 106 | uniform float4x4 viewProjectionMatrix,
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| 107 | uniform float4 lightPos[2],
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| 108 | uniform float4 lightDiffuseColour[2],
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| 109 | uniform float4 ambient)
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| 110 | {
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| 111 | // transform by indexed matrix
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| 112 | float4 blendPos = float4(0,0,0,0);
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| 113 | int i;
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| 114 | for (i = 0; i < 4; ++i)
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| 115 | {
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| 116 | blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i];
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| 117 | }
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| 118 | // view / projection
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| 119 | oPosition = mul(viewProjectionMatrix, blendPos);
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| 120 | // transform normal
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| 121 | float3 norm = float3(0,0,0);
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| 122 | for (i = 0; i < 4; ++i)
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| 123 | {
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| 124 | norm += mul((float3x3)worldMatrix3x4Array[blendIdx[i]], normal) *
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| 125 | blendWgt[i];
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| 126 | }
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| 127 | norm = normalize(norm);
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| 128 | // Lighting - support point and directional
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| 129 | float3 lightDir0 = normalize(
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| 130 | lightPos[0].xyz - (blendPos.xyz * lightPos[0].w));
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| 131 | float3 lightDir1 = normalize(
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| 132 | lightPos[1].xyz - (blendPos.xyz * lightPos[1].w));
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| 133 |
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| 134 |
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| 135 | oUv = uv;
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| 136 | colour = ambient +
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| 137 | (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) +
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| 138 | (saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]);
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| 139 |
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| 140 | }
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