projectedShadowP.hlsl 1.6 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "shaderModel.hlsl"
  23. struct Conn
  24. {
  25. float4 position : TORQUE_POSITION;
  26. float4 color : COLOR0;
  27. float2 texCoord : TEXCOORD0;
  28. float fade : TEXCOORD1;
  29. };
  30. TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
  31. uniform float4 ambient;
  32. float4 main( Conn IN ) : TORQUE_TARGET0
  33. {
  34. float shadow = TORQUE_TEX2D( inputTex, IN.texCoord ).a * IN.color.a;
  35. return ( ambient * shadow ) + ( 1 - shadow );
  36. }