Shadow.hlsl 1.3 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455
  1. #include "Uniforms.hlsl"
  2. #include "Samplers.hlsl"
  3. #include "Transform.hlsl"
  4. void VS(float4 iPos : POSITION,
  5. #ifdef SKINNED
  6. float4 iBlendWeights : BLENDWEIGHT,
  7. int4 iBlendIndices : BLENDINDICES,
  8. #endif
  9. #ifdef INSTANCED
  10. float4x3 iModelInstance : TEXCOORD2,
  11. #endif
  12. #ifdef ALPHAMASK
  13. float2 iTexCoord : TEXCOORD0,
  14. out float2 oTexCoord : TEXCOORD0,
  15. #endif
  16. #ifdef FALLBACK
  17. out float4 oClipPos : TEXCOORD1,
  18. #endif
  19. out float4 oPos : POSITION)
  20. {
  21. float4x3 modelMatrix = iModelMatrix;
  22. float3 worldPos = GetWorldPos(modelMatrix);
  23. oPos = GetClipPos(worldPos);
  24. #ifdef ALPHAMASK
  25. oTexCoord = GetTexCoord(iTexCoord);
  26. #endif
  27. #ifdef FALLBACK
  28. oClipPos = oPos;
  29. #endif
  30. }
  31. void PS(
  32. #ifdef ALPHAMASK
  33. float2 iTexCoord : TEXCOORD0,
  34. #endif
  35. #ifdef FALLBACK
  36. float4 iClipPos : TEXCOORD1,
  37. #endif
  38. out float4 oColor : COLOR0)
  39. {
  40. #ifdef ALPHAMASK
  41. float alpha = tex2D(sDiffMap, iTexCoord).a;
  42. #else
  43. const float alpha = 1.0;
  44. #endif
  45. #ifdef FALLBACK
  46. float depth = min(iClipPos.z / iClipPos.w + cShadowIntensity.w, 1.0);
  47. oColor = float4(EncodeDepth(depth), 1.0, alpha);
  48. #else
  49. oColor = alpha;
  50. #endif
  51. }