ShadowDepthNormal.bsl 323 B

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  1. #include "$ENGINE$\ShadowDepthBase.bslinc"
  2. mixin ShadowDepth
  3. {
  4. code
  5. {
  6. float4 fsmain(ShadowVStoFS input, out float outDepth : SV_Depth) : SV_Target0
  7. {
  8. // Shadow position in clip space, plus bias, scaled to [0, 1] range
  9. outDepth = saturate(input.shadowPos * gInvDepthRange + gDepthBias);
  10. return 0;
  11. }
  12. };
  13. };