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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141 | |
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142 | void hardwareMorphAnimation(float3 pos1 : POSITION, |
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143 | float4 normal : NORMAL, |
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144 | float2 uv : TEXCOORD0, |
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145 | float3 pos2 : TEXCOORD1, |
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146 | |
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147 | out float4 oPosition : POSITION, |
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148 | out float2 oUv : TEXCOORD0, |
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149 | out float4 colour : COLOR, |
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150 | |
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151 | uniform float4x4 worldViewProj, |
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152 | uniform float4 anim_t) |
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153 | { |
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154 | // interpolate |
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155 | float4 interp = float4(pos1 + anim_t.x*(pos2 - pos1), 1.0f); |
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156 | |
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157 | oPosition = mul(worldViewProj, interp); |
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158 | oUv = uv; |
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159 | colour = float4(1,0,0,1); |
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160 | } |
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161 | |
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162 | void hardwarePoseAnimation(float3 pos : POSITION, |
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163 | float4 normal : NORMAL, |
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164 | float2 uv : TEXCOORD0, |
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165 | float3 pose1 : TEXCOORD1, |
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166 | float3 pose2 : TEXCOORD2, |
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167 | |
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168 | out float4 oPosition : POSITION, |
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169 | out float2 oUv : TEXCOORD0, |
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170 | out float4 colour : COLOR, |
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171 | |
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172 | uniform float4x4 worldViewProj, |
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173 | uniform float4 anim_t) |
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174 | { |
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175 | // interpolate |
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176 | float4 interp = float4(pos + anim_t.x*pose1 + anim_t.y*pose2, 1.0f); |
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177 | |
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178 | oPosition = mul(worldViewProj, interp); |
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179 | oUv = uv; |
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180 | colour = float4(1,0,0,1); |
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181 | } |
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