#include "Uniforms.hlsl" #include "Samplers.hlsl" #include "Transform.hlsl" void VS(float4 iPos : POSITION, #ifndef NOUV float2 iTexCoord : TEXCOORD0, #endif #ifdef SKINNED float4 iBlendWeights : BLENDWEIGHT, int4 iBlendIndices : BLENDINDICES, #endif #ifdef INSTANCED float4x3 iModelInstance : TEXCOORD4, #endif #if defined(BILLBOARD) || defined(DIRBILLBOARD) float2 iSize : TEXCOORD1, #endif #ifdef VSM_SHADOW out float4 oTexCoord : TEXCOORD0, #else out float2 oTexCoord : TEXCOORD0, #endif out float4 oPos : OUTPOSITION) { // Define a 0,0 UV coord if not expected from the vertex data #ifdef NOUV float2 iTexCoord = float2(0.0, 0.0); #endif float4x3 modelMatrix = iModelMatrix; float3 worldPos = GetWorldPos(modelMatrix); oPos = GetClipPos(worldPos); #ifdef VSM_SHADOW oTexCoord = float4(GetTexCoord(iTexCoord), oPos.z, oPos.w); #else oTexCoord = GetTexCoord(iTexCoord); #endif } void PS( #ifdef VSM_SHADOW float4 iTexCoord : TEXCOORD0, #else float2 iTexCoord : TEXCOORD0, #endif out float4 oColor : OUTCOLOR0) { #ifdef ALPHAMASK float alpha = Sample2D(DiffMap, iTexCoord.xy).a; if (alpha < 0.5) discard; #endif #ifdef VSM_SHADOW float depth = iTexCoord.z / iTexCoord.w; oColor = float4(depth, depth * depth, 1.0, 1.0); #else oColor = 1.0; #endif }