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- //Cg
- void vshader(float4 vtx_position : POSITION,
- float2 vtx_texcoord0 : TEXCOORD0,
- float3 vtx_normal : NORMAL,
- uniform float4x4 trans_model_to_clip_of_light,
- uniform float4x4 mat_modelproj,
- uniform float4 mspos_light,
- uniform float4 k_ambient,
- uniform float4 k_scale,
- uniform float k_push,
- out float4 l_position : POSITION,
- out float2 l_texcoord0 : TEXCOORD0,
- out float4 l_shadowcoord : TEXCOORD1,
- out float l_smooth : TEXCOORD2,
- out float4 l_lightclip : TEXCOORD3)
- {
- float4 position = vtx_position * k_scale;
- // vertex position
- l_position = mul(mat_modelproj, position);
- // Pass through texture coordinate for main texture.
- l_texcoord0 = vtx_texcoord0;
- // Calculate the surface lighting factor.
- l_smooth = saturate(dot(vtx_normal, normalize(mspos_light.xyz - position.xyz)));
- // Calculate light-space clip position.
- float4 pushed = position + float4(vtx_normal * k_push, 0);
- l_lightclip = mul(trans_model_to_clip_of_light, pushed);
- // Calculate shadow-map texture coordinates.
- l_shadowcoord = l_lightclip * float4(0.5, 0.5, 0.5, 1.0) +
- l_lightclip.w * float4(0.5, 0.5, 0.5, 0.0);
- }
- void fshader(in float2 l_texcoord0 : TEXCOORD0,
- in float4 l_shadowcoord : TEXCOORD1,
- in float l_smooth : TEXCOORD2,
- in float4 l_lightclip : TEXCOORD3,
- uniform sampler2D tex_0 : TEXUNIT0,
- uniform sampler2D k_Ldepthmap : TEXUNIT1,
- uniform float4 k_ambient,
- uniform float4 k_texDisable,
- out float4 o_color : COLOR)
- {
- float3 circleoffs = float3(l_lightclip.xy / l_lightclip.w, 0);
- float falloff = saturate(1.0 - dot(circleoffs, circleoffs));
- float4 baseColor = saturate(tex2D(tex_0, l_texcoord0) + k_texDisable);
- float4 proj = l_shadowcoord / l_shadowcoord.w;
- float mapval = f1tex2D(k_Ldepthmap, proj.xy);
- float shade = (mapval > proj.z);
- o_color = baseColor * (falloff * shade * l_smooth + k_ambient.x);
- }
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