projectedShadowV.hlsl 2.1 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 Vert
  24. {
  25. float3 position : POSITION;
  26. float3 normal : NORMAL;
  27. float3 T : TANGENT;
  28. float4 color : COLOR0;
  29. float2 texCoord : TEXCOORD0;
  30. };
  31. struct Conn
  32. {
  33. float4 position : TORQUE_POSITION;
  34. float4 color : COLOR0;
  35. float2 texCoord : TEXCOORD0;
  36. float fade : TEXCOORD1;
  37. };
  38. uniform float4x4 modelview;
  39. uniform float shadowLength;
  40. uniform float3 shadowCasterPosition;
  41. Conn main( Vert In )
  42. {
  43. Conn Out;
  44. // Decals are in world space.
  45. Out.position = mul( modelview, float4( In.position, 1.0 ) );
  46. Out.color = In.color;
  47. Out.texCoord = In.texCoord;
  48. float fromCasterDist = length( In.position - shadowCasterPosition ) - shadowLength;
  49. Out.fade = 1.0 - saturate( fromCasterDist / shadowLength );
  50. return Out;
  51. }