| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960 |
- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "shaderModel.hlsl"
- struct Vert
- {
- float3 position : POSITION;
- float3 normal : NORMAL;
- float3 T : TANGENT;
- float4 color : COLOR0;
- float2 texCoord : TEXCOORD0;
- };
- struct Conn
- {
- float4 position : TORQUE_POSITION;
- float4 color : COLOR0;
- float2 texCoord : TEXCOORD0;
- float fade : TEXCOORD1;
- };
- uniform float4x4 modelview;
- uniform float shadowLength;
- uniform float3 shadowCasterPosition;
- Conn main( Vert In )
- {
- Conn Out;
- // Decals are in world space.
- Out.position = mul( modelview, float4( In.position, 1.0 ) );
-
- Out.color = In.color;
- Out.texCoord = In.texCoord;
-
- float fromCasterDist = length( In.position - shadowCasterPosition ) - shadowLength;
- Out.fade = 1.0 - saturate( fromCasterDist / shadowLength );
-
- return Out;
- }
|