1 | |
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2 | |
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3 | void instancing_vp(uniform float3x4 worldMatrix3x4Array[80], float4 position : POSITION, |
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4 | float3 normal : NORMAL, |
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5 | float2 uv : TEXCOORD0, |
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6 | float index : TEXCOORD1, |
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7 | uniform float4x4 viewProjectionMatrix, |
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8 | uniform float4 lightPos, |
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9 | uniform float4 ambient, |
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10 | uniform float4 lightDiffuseColour, |
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11 | out float4 oPosition : POSITION, |
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12 | out float2 oUv : TEXCOORD0, |
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13 | out float4 Color : COLOR ) |
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14 | { |
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15 | // transform by indexed matrix |
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16 | float4 transformedPos = float4(mul(worldMatrix3x4Array[index], position).xyz, 1.0); |
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17 | |
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18 | // view / projection |
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19 | oPosition = mul(viewProjectionMatrix, transformedPos); |
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20 | oUv = uv; |
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21 | |
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22 | float3 norm = mul((float3x3)worldMatrix3x4Array[index], normal); |
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23 | |
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24 | float3 lightDir = normalize( |
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25 | lightPos.xyz - (transformedPos.xyz * lightPos.w)); |
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26 | |
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27 | Color = ambient + saturate(dot(lightDir, norm)) * lightDiffuseColour; |
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28 | |
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29 | |
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30 | } |
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31 | |
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32 | /* |
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33 | Instancing shadow-caster pass |
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34 | */ |
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35 | void instancingCaster_vp( |
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36 | float4 position : POSITION, |
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37 | float3 normal : NORMAL, |
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38 | float index : TEXCOORD1, |
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39 | |
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40 | out float4 oPosition : POSITION, |
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41 | out float4 colour : COLOR, |
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42 | // Support up to 80 bones of float3x4 |
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43 | uniform float3x4 worldMatrix3x4Array[80], |
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44 | uniform float4x4 viewProjectionMatrix, |
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45 | uniform float4 ambient) |
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46 | { |
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47 | // transform by indexed matrix |
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48 | float4 transformedPos = float4(mul(worldMatrix3x4Array[index], position).xyz, 1.0); |
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49 | |
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50 | // view / projection |
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51 | oPosition = mul(viewProjectionMatrix, transformedPos); |
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52 | |
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53 | colour = ambient; |
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54 | |
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55 | } |
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56 | void crowd_vp( |
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57 | float4 position : POSITION, |
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58 | float3 normal : NORMAL, |
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59 | float2 uv : TEXCOORD0, |
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60 | float4 blendIdx : BLENDINDICES, |
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61 | float4 blendWgt : BLENDWEIGHT, |
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62 | float index : TEXCOORD1, |
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63 | |
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64 | out float4 oPosition : POSITION, |
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65 | out float2 oUv : TEXCOORD0, |
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66 | out float4 colour : COLOR, |
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67 | // Support up to 20 bones of float3x4 |
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68 | // vs_2_0 only supports 256 params so more than this is not feasible |
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69 | uniform float4x4 viewProjectionMatrix, |
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70 | uniform float numBones, |
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71 | uniform float3x4 worldMatrix3x4Array[80], |
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72 | uniform float4 lightDiffuseColour, |
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73 | uniform float4 ambient, |
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74 | uniform float4 lightPos) |
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75 | { |
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76 | // transform by indexed matrix |
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77 | float4 blendPos = float4(0,0,0,0); |
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78 | int i; |
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79 | for (i = 0; i < 4; ++i) |
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80 | { |
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81 | blendPos += float4(mul(worldMatrix3x4Array[index*numBones+blendIdx[i]], position).xyz, 1.0) * blendWgt[i]; |
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82 | } |
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83 | // view / projection |
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84 | oPosition = mul(viewProjectionMatrix, blendPos); |
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85 | oUv = uv; |
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86 | float3 norm = float3(0,0,0); |
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87 | for (i = 0; i < 4; ++i) |
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88 | { |
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89 | norm += mul((float3x3)worldMatrix3x4Array[index*numBones+blendIdx[i]], normal)* blendWgt[i]; |
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90 | } |
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91 | float3 lightDir = normalize( |
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92 | lightPos.xyz - (blendPos.xyz * lightPos.w)); |
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93 | |
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94 | colour = ambient + saturate(dot(lightDir, norm)) * lightDiffuseColour; |
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95 | |
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96 | |
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97 | } |
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98 | |
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99 | /* |
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100 | Single-weight-per-vertex hardware skinning, shadow-caster pass |
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101 | */ |
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102 | void crowdCaster_vp( |
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103 | float4 position : POSITION, |
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104 | float3 normal : NORMAL, |
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105 | float blendIdx : BLENDINDICES, |
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106 | float index : TEXCOORD1, |
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107 | |
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108 | out float4 oPosition : POSITION, |
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109 | out float4 colour : COLOR, |
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110 | // Support up to 24 bones of float3x4 |
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111 | // vs_1_1 only supports 96 params so more than this is not feasible |
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112 | uniform float3x4 worldMatrix3x4Array[80], |
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113 | uniform float4x4 viewProjectionMatrix, |
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114 | uniform float numBones, |
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115 | uniform float4 ambient) |
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116 | { |
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117 | // transform by indexed matrix |
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118 | float4 blendPos = float4(mul(worldMatrix3x4Array[index*numBones+blendIdx], position).xyz, 1.0); |
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119 | |
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120 | // view / projection |
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121 | oPosition = mul(viewProjectionMatrix, blendPos); |
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122 | |
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123 | colour = ambient; |
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124 | |
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125 | } |
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