Shadow.hlsl 836 B

12345678910111213141516171819202122232425262728293031323334
  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. float2 iTexCoord : TEXCOORD0,
  13. out float2 oTexCoord : TEXCOORD0,
  14. out float4 oPos : POSITION)
  15. {
  16. float4x3 modelMatrix = iModelMatrix;
  17. float3 worldPos = GetWorldPos(modelMatrix);
  18. oPos = GetClipPos(worldPos);
  19. oTexCoord = GetTexCoord(iTexCoord);
  20. }
  21. void PS(
  22. float2 iTexCoord : TEXCOORD0,
  23. out float4 oColor : COLOR0)
  24. {
  25. #ifdef ALPHAMASK
  26. float alpha = tex2D(sDiffMap, iTexCoord).a;
  27. if (alpha < 0.5)
  28. discard;
  29. #endif
  30. oColor = 1.0;
  31. }