ShadowDepthNormal.bsl 339 B

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  1. #define USES_PS
  2. #include "$ENGINE$\ShadowDepthBase.bslinc"
  3. mixin ShadowDepth
  4. {
  5. code
  6. {
  7. float4 fsmain(ShadowVStoFS input, out float outDepth : SV_Depth) : SV_Target0
  8. {
  9. // Shadow position in clip space, plus bias, scaled to [0, 1] range
  10. outDepth = saturate(input.shadowPos * gInvDepthRange + gDepthBias);
  11. return 0;
  12. }
  13. };
  14. };