ShadowDepthNormal.bsl 368 B

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  1. #define USES_PS
  2. #include "$ENGINE$\ShadowDepthBase.bslinc"
  3. technique ShadowDepth
  4. {
  5. mixin ShadowDepthBase;
  6. code
  7. {
  8. float4 fsmain(ShadowVStoFS input, out float outDepth : SV_Depth) : SV_Target0
  9. {
  10. // Shadow position in clip space, plus bias, scaled to [0, 1] range
  11. outDepth = saturate(input.shadowPos * gInvDepthRange + gDepthBias);
  12. return 0;
  13. }
  14. };
  15. };