1 | /* Offset mapping including a shadow element and multiple lights in one pass */ |
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2 | void integratedshadows_vp(float4 position : POSITION, |
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3 | float3 normal : NORMAL, |
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4 | float2 uv : TEXCOORD0, |
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5 | float3 tangent : TANGENT0, |
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6 | // outputs |
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7 | out float4 oPosition : POSITION, |
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8 | out float2 oUv : TEXCOORD0, |
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9 | out float3 oLightDir : TEXCOORD1, // tangent space |
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10 | out float3 oEyeDir : TEXCOORD2, // tangent space |
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11 | out float3 oSpotDirection : TEXCOORD3, // tangent space |
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12 | out float3 oLightDir1 : TEXCOORD4, // tangent space |
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13 | out float3 oSpotDirection1 : TEXCOORD5, // tangent space |
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14 | out float4 oShadowUV1 : TEXCOORD6, |
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15 | out float4 oShadowUV2 : TEXCOORD7, |
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16 | // parameters |
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17 | uniform float4 lightPosition, // object space |
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18 | uniform float4 lightPosition1, // object space |
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19 | uniform float3 eyePosition, // object space |
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20 | uniform float3 spotDirection, // object space |
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21 | uniform float3 spotDirection1, // object space |
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22 | uniform float4x4 worldViewProj, |
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23 | uniform float4x4 worldMatrix, |
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24 | uniform float4x4 texViewProj1, |
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25 | uniform float4x4 texViewProj2) |
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26 | { |
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27 | // calculate output position |
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28 | oPosition = mul(worldViewProj, position); |
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29 | |
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30 | float4 worldPos = mul(worldMatrix, position); |
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31 | oShadowUV1 = mul(texViewProj1, worldPos); |
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32 | oShadowUV2 = mul(texViewProj2, worldPos); |
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33 | |
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34 | |
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35 | |
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36 | // pass the main uvs straight through unchanged |
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37 | oUv = uv; |
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38 | |
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39 | // calculate tangent space light vector |
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40 | // Get object space light direction |
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41 | float3 lightDir = normalize(lightPosition.xyz - (position * lightPosition.w)); |
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42 | float3 lightDir1 = normalize(lightPosition1.xyz - (position * lightPosition1.w)); |
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43 | float3 eyeDir = eyePosition - position.xyz; |
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44 | |
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45 | // Calculate the binormal (NB we assume both normal and tangent are |
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46 | // already normalised) |
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47 | // NB looks like nvidia cross params are BACKWARDS to what you'd expect |
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48 | // this equates to NxT, not TxN |
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49 | float3 binormal = cross(tangent, normal); |
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50 | |
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51 | // Form a rotation matrix out of the vectors |
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52 | float3x3 rotation = float3x3(tangent, binormal, normal); |
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53 | |
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54 | // Transform the light vector according to this matrix |
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55 | lightDir = normalize(mul(rotation, lightDir)); |
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56 | lightDir1 = normalize(mul(rotation, lightDir1)); |
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57 | eyeDir = normalize(mul(rotation, eyeDir)); |
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58 | |
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59 | oLightDir = lightDir; |
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60 | oLightDir1 = lightDir1; |
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61 | oEyeDir = eyeDir; |
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62 | oSpotDirection = normalize(mul(rotation, -spotDirection)); |
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63 | oSpotDirection1 = normalize(mul(rotation, -spotDirection1)); |
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64 | } |
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65 | |
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66 | // Expand a range-compressed vector |
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67 | float3 expand(float3 v) |
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68 | { |
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69 | return (v - 0.5) * 2; |
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70 | } |
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71 | |
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72 | void integratedshadows_fp( |
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73 | float2 uv : TEXCOORD0, |
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74 | float3 lightDir : TEXCOORD1, |
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75 | float3 eyeDir : TEXCOORD2, |
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76 | float3 spotDir : TEXCOORD3, |
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77 | float3 lightDir1 : TEXCOORD4, |
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78 | float3 spotDir1 : TEXCOORD5, |
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79 | float4 shadowUV1 : TEXCOORD6, |
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80 | float4 shadowUV2 : TEXCOORD7, |
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81 | uniform float3 lightDiffuse, |
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82 | uniform float4 scaleBias, |
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83 | uniform float4 spotParams, |
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84 | uniform float3 lightDiffuse1, |
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85 | uniform float4 spotParams1, |
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86 | uniform sampler2D normalHeightMap : register(s0), |
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87 | uniform sampler2D diffuseMap : register(s1), |
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88 | uniform sampler2D shadowMap1 : register(s2), |
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89 | uniform sampler2D shadowMap2 : register(s3), |
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90 | out float4 oColour : COLOR) |
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91 | { |
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92 | // get the height using the tex coords |
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93 | float height = tex2D(normalHeightMap, uv).a; |
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94 | |
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95 | // scale and bias factors |
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96 | float scale = scaleBias.x; |
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97 | float bias = scaleBias.y; |
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98 | |
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99 | // calculate displacement |
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100 | float displacement = (height * scale) + bias; |
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101 | |
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102 | float3 uv2 = float3(uv, 1); |
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103 | |
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104 | float3 scaledEyeDir = eyeDir * displacement; |
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105 | |
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106 | // calculate the new tex coord to use for normal and diffuse |
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107 | float2 newTexCoord = (scaledEyeDir + uv2).xy; |
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108 | |
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109 | // get the new normal and diffuse values |
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110 | float3 normal = expand(tex2D(normalHeightMap, newTexCoord).xyz); |
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111 | float3 diffuse = tex2D(diffuseMap, newTexCoord).xyz; |
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112 | |
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113 | float3 col1 = diffuse * saturate(dot(normal, lightDir)) * lightDiffuse; |
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114 | // factor in spotlight angle |
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115 | float rho = saturate(dot(spotDir, lightDir)); |
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116 | // factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff |
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117 | float spotFactor = pow( |
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118 | saturate(rho - spotParams.y) / (spotParams.x - spotParams.y), spotParams.z); |
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119 | col1 = col1 * spotFactor; |
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120 | float3 col2 = diffuse * saturate(dot(normal, lightDir1)) * lightDiffuse1; |
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121 | // factor in spotlight angle |
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122 | rho = saturate(dot(spotDir1, lightDir1)); |
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123 | // factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff |
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124 | spotFactor = pow( |
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125 | saturate(rho - spotParams1.y) / (spotParams1.x - spotParams1.y), spotParams1.z); |
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126 | col2 = col2 * spotFactor; |
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127 | |
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128 | // shadow textures |
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129 | col1 = col1 * tex2Dproj(shadowMap1, shadowUV1); |
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130 | col2 = col2 * tex2Dproj(shadowMap2, shadowUV2); |
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131 | |
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132 | oColour = float4(col1 + col2, 1); |
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133 | |
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134 | } |
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135 | |
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