ShadowDepthNormal.bsl 236 B

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  1. #include "$ENGINE$\ShadowDepthBase.bslinc"
  2. mixin ShadowDepth
  3. {
  4. code
  5. {
  6. float4 fsmain(ShadowVStoFS input, float outDepth : SV_Depth)
  7. {
  8. outDepth = saturate(-input.shadowPos * gInvDepthRange + gDepthBias);
  9. return 0;
  10. }
  11. };
  12. };