[390] | 1 | /* Offset mapping including a shadow element and multiple lights in one pass */ |
---|
| 2 | void integratedshadows_vp(float4 position : POSITION, |
---|
| 3 | float3 normal : NORMAL, |
---|
| 4 | float2 uv : TEXCOORD0, |
---|
| 5 | float3 tangent : TANGENT0, |
---|
| 6 | // outputs |
---|
| 7 | out float4 oPosition : POSITION, |
---|
| 8 | out float2 oUv : TEXCOORD0, |
---|
| 9 | out float3 oLightDir : TEXCOORD1, // tangent space |
---|
| 10 | out float3 oEyeDir : TEXCOORD2, // tangent space |
---|
| 11 | out float3 oSpotDirection : TEXCOORD3, // tangent space |
---|
| 12 | out float3 oLightDir1 : TEXCOORD4, // tangent space |
---|
| 13 | out float3 oSpotDirection1 : TEXCOORD5, // tangent space |
---|
| 14 | out float4 oShadowUV1 : TEXCOORD6, |
---|
| 15 | out float4 oShadowUV2 : TEXCOORD7, |
---|
| 16 | // parameters |
---|
| 17 | uniform float4 lightPosition, // object space |
---|
| 18 | uniform float4 lightPosition1, // object space |
---|
| 19 | uniform float3 eyePosition, // object space |
---|
| 20 | uniform float3 spotDirection, // object space |
---|
| 21 | uniform float3 spotDirection1, // object space |
---|
| 22 | uniform float4x4 worldViewProj, |
---|
| 23 | uniform float4x4 worldMatrix, |
---|
| 24 | uniform float4x4 texViewProj1, |
---|
| 25 | uniform float4x4 texViewProj2) |
---|
| 26 | { |
---|
| 27 | // calculate output position |
---|
| 28 | oPosition = mul(worldViewProj, position); |
---|
| 29 | |
---|
| 30 | float4 worldPos = mul(worldMatrix, position); |
---|
| 31 | oShadowUV1 = mul(texViewProj1, worldPos); |
---|
| 32 | oShadowUV2 = mul(texViewProj2, worldPos); |
---|
| 33 | |
---|
| 34 | |
---|
| 35 | |
---|
| 36 | // pass the main uvs straight through unchanged |
---|
| 37 | oUv = uv; |
---|
| 38 | |
---|
| 39 | // calculate tangent space light vector |
---|
| 40 | // Get object space light direction |
---|
| 41 | float3 lightDir = normalize(lightPosition.xyz - (position * lightPosition.w)); |
---|
| 42 | float3 lightDir1 = normalize(lightPosition1.xyz - (position * lightPosition1.w)); |
---|
| 43 | float3 eyeDir = eyePosition - position.xyz; |
---|
| 44 | |
---|
| 45 | // Calculate the binormal (NB we assume both normal and tangent are |
---|
| 46 | // already normalised) |
---|
| 47 | // NB looks like nvidia cross params are BACKWARDS to what you'd expect |
---|
| 48 | // this equates to NxT, not TxN |
---|
| 49 | float3 binormal = cross(tangent, normal); |
---|
| 50 | |
---|
| 51 | // Form a rotation matrix out of the vectors |
---|
| 52 | float3x3 rotation = float3x3(tangent, binormal, normal); |
---|
| 53 | |
---|
| 54 | // Transform the light vector according to this matrix |
---|
| 55 | lightDir = normalize(mul(rotation, lightDir)); |
---|
| 56 | lightDir1 = normalize(mul(rotation, lightDir1)); |
---|
| 57 | eyeDir = normalize(mul(rotation, eyeDir)); |
---|
| 58 | |
---|
| 59 | oLightDir = lightDir; |
---|
| 60 | oLightDir1 = lightDir1; |
---|
| 61 | oEyeDir = eyeDir; |
---|
| 62 | oSpotDirection = normalize(mul(rotation, -spotDirection)); |
---|
| 63 | oSpotDirection1 = normalize(mul(rotation, -spotDirection1)); |
---|
| 64 | } |
---|
| 65 | |
---|
| 66 | // Expand a range-compressed vector |
---|
| 67 | float3 expand(float3 v) |
---|
| 68 | { |
---|
| 69 | return (v - 0.5) * 2; |
---|
| 70 | } |
---|
| 71 | |
---|
| 72 | void integratedshadows_fp( |
---|
| 73 | float2 uv : TEXCOORD0, |
---|
| 74 | float3 lightDir : TEXCOORD1, |
---|
| 75 | float3 eyeDir : TEXCOORD2, |
---|
| 76 | float3 spotDir : TEXCOORD3, |
---|
| 77 | float3 lightDir1 : TEXCOORD4, |
---|
| 78 | float3 spotDir1 : TEXCOORD5, |
---|
| 79 | float4 shadowUV1 : TEXCOORD6, |
---|
| 80 | float4 shadowUV2 : TEXCOORD7, |
---|
| 81 | uniform float3 lightDiffuse, |
---|
| 82 | uniform float4 scaleBias, |
---|
| 83 | uniform float4 spotParams, |
---|
| 84 | uniform float3 lightDiffuse1, |
---|
| 85 | uniform float4 spotParams1, |
---|
| 86 | uniform sampler2D normalHeightMap : register(s0), |
---|
| 87 | uniform sampler2D diffuseMap : register(s1), |
---|
| 88 | uniform sampler2D shadowMap1 : register(s2), |
---|
| 89 | uniform sampler2D shadowMap2 : register(s3), |
---|
| 90 | out float4 oColour : COLOR) |
---|
| 91 | { |
---|
| 92 | // get the height using the tex coords |
---|
| 93 | float height = tex2D(normalHeightMap, uv).a; |
---|
| 94 | |
---|
| 95 | // scale and bias factors |
---|
| 96 | float scale = scaleBias.x; |
---|
| 97 | float bias = scaleBias.y; |
---|
| 98 | |
---|
| 99 | // calculate displacement |
---|
| 100 | float displacement = (height * scale) + bias; |
---|
| 101 | |
---|
| 102 | float3 uv2 = float3(uv, 1); |
---|
| 103 | |
---|
| 104 | float3 scaledEyeDir = eyeDir * displacement; |
---|
| 105 | |
---|
| 106 | // calculate the new tex coord to use for normal and diffuse |
---|
| 107 | float2 newTexCoord = (scaledEyeDir + uv2).xy; |
---|
| 108 | |
---|
| 109 | // get the new normal and diffuse values |
---|
| 110 | float3 normal = expand(tex2D(normalHeightMap, newTexCoord).xyz); |
---|
| 111 | float3 diffuse = tex2D(diffuseMap, newTexCoord).xyz; |
---|
| 112 | |
---|
| 113 | float3 col1 = diffuse * saturate(dot(normal, lightDir)) * lightDiffuse; |
---|
| 114 | // factor in spotlight angle |
---|
| 115 | float rho = saturate(dot(spotDir, lightDir)); |
---|
| 116 | // factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff |
---|
| 117 | float spotFactor = pow( |
---|
| 118 | saturate(rho - spotParams.y) / (spotParams.x - spotParams.y), spotParams.z); |
---|
| 119 | col1 = col1 * spotFactor; |
---|
| 120 | float3 col2 = diffuse * saturate(dot(normal, lightDir1)) * lightDiffuse1; |
---|
| 121 | // factor in spotlight angle |
---|
| 122 | rho = saturate(dot(spotDir1, lightDir1)); |
---|
| 123 | // factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff |
---|
| 124 | spotFactor = pow( |
---|
| 125 | saturate(rho - spotParams1.y) / (spotParams1.x - spotParams1.y), spotParams1.z); |
---|
| 126 | col2 = col2 * spotFactor; |
---|
| 127 | |
---|
| 128 | // shadow textures |
---|
| 129 | col1 = col1 * tex2Dproj(shadowMap1, shadowUV1); |
---|
| 130 | col2 = col2 * tex2Dproj(shadowMap2, shadowUV2); |
---|
| 131 | |
---|
| 132 | oColour = float4(col1 + col2, 1); |
---|
| 133 | |
---|
| 134 | } |
---|
| 135 | |
---|