Shadow.hlsl 1.5 KB

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  1. #include "Uniforms.hlsl"
  2. #include "Samplers.hlsl"
  3. #include "Transform.hlsl"
  4. void VS(float4 iPos : POSITION,
  5. #ifndef NOUV
  6. float2 iTexCoord : TEXCOORD0,
  7. #endif
  8. #ifdef SKINNED
  9. float4 iBlendWeights : BLENDWEIGHT,
  10. int4 iBlendIndices : BLENDINDICES,
  11. #endif
  12. #ifdef INSTANCED
  13. float4x3 iModelInstance : TEXCOORD4,
  14. #endif
  15. #if defined(BILLBOARD) || defined(DIRBILLBOARD)
  16. float2 iSize : TEXCOORD1,
  17. #endif
  18. #ifdef VSM_SHADOW
  19. out float4 oTexCoord : TEXCOORD0,
  20. #else
  21. out float2 oTexCoord : TEXCOORD0,
  22. #endif
  23. out float4 oPos : OUTPOSITION)
  24. {
  25. // Define a 0,0 UV coord if not expected from the vertex data
  26. #ifdef NOUV
  27. float2 iTexCoord = float2(0.0, 0.0);
  28. #endif
  29. float4x3 modelMatrix = iModelMatrix;
  30. float3 worldPos = GetWorldPos(modelMatrix);
  31. oPos = GetClipPos(worldPos);
  32. #ifdef VSM_SHADOW
  33. oTexCoord = float4(GetTexCoord(iTexCoord), oPos.z, oPos.w);
  34. #else
  35. oTexCoord = GetTexCoord(iTexCoord);
  36. #endif
  37. }
  38. void PS(
  39. #ifdef VSM_SHADOW
  40. float4 iTexCoord : TEXCOORD0,
  41. #else
  42. float2 iTexCoord : TEXCOORD0,
  43. #endif
  44. out float4 oColor : OUTCOLOR0)
  45. {
  46. #ifdef ALPHAMASK
  47. float alpha = Sample2D(DiffMap, iTexCoord.xy).a;
  48. if (alpha < 0.5)
  49. discard;
  50. #endif
  51. #ifdef VSM_SHADOW
  52. float depth = iTexCoord.z / iTexCoord.w;
  53. oColor = float4(depth, depth * depth, 1.0, 1.0);
  54. #else
  55. oColor = 1.0;
  56. #endif
  57. }