[25] | 1 | /* |
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| 2 | Basic ambient lighting vertex program |
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| 3 | */ |
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| 4 | void ambientOneTexture_vp(float4 position : POSITION, |
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| 5 | float2 uv : TEXCOORD0, |
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| 6 | |
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| 7 | out float4 oPosition : POSITION, |
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| 8 | out float2 oUv : TEXCOORD0, |
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| 9 | out float4 colour : COLOR, |
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| 10 | |
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| 11 | uniform float4x4 worldViewProj, |
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| 12 | uniform float4 ambient) |
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| 13 | { |
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| 14 | oPosition = mul(worldViewProj, position); |
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| 15 | oUv = uv; |
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| 16 | colour = ambient; |
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| 17 | } |
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| 18 | |
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| 19 | /* |
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| 20 | Single-weight-per-vertex hardware skinning, 2 lights |
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| 21 | The trouble with vertex programs is they're not general purpose, but |
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| 22 | fixed function hardware skinning is very poorly supported |
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| 23 | */ |
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| 24 | void hardwareSkinningOneWeight_vp( |
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| 25 | float4 position : POSITION, |
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| 26 | float3 normal : NORMAL, |
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| 27 | float2 uv : TEXCOORD0, |
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| 28 | float blendIdx : BLENDINDICES, |
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| 29 | |
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| 30 | |
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| 31 | out float4 oPosition : POSITION, |
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| 32 | out float2 oUv : TEXCOORD0, |
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| 33 | out float4 colour : COLOR, |
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| 34 | // Support up to 24 bones of float3x4 |
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| 35 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 36 | uniform float3x4 worldMatrix3x4Array[24], |
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| 37 | uniform float4x4 viewProjectionMatrix, |
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| 38 | uniform float4 lightPos[2], |
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| 39 | uniform float4 lightDiffuseColour[2], |
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| 40 | uniform float4 ambient) |
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| 41 | { |
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| 42 | // transform by indexed matrix |
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| 43 | float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0); |
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| 44 | // view / projection |
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| 45 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 46 | // transform normal |
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| 47 | float3 norm = mul((float3x3)worldMatrix3x4Array[blendIdx], normal); |
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| 48 | // Lighting - support point and directional |
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| 49 | float3 lightDir0 = normalize( |
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| 50 | lightPos[0].xyz - (blendPos.xyz * lightPos[0].w)); |
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| 51 | float3 lightDir1 = normalize( |
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| 52 | lightPos[1].xyz - (blendPos.xyz * lightPos[1].w)); |
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| 53 | |
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| 54 | oUv = uv; |
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| 55 | colour = ambient + |
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| 56 | (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + |
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| 57 | (saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]); |
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| 58 | |
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| 59 | } |
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| 60 | |
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| 61 | /* |
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| 62 | Single-weight-per-vertex hardware skinning, shadow-caster pass |
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| 63 | */ |
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| 64 | void hardwareSkinningOneWeightCaster_vp( |
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| 65 | float4 position : POSITION, |
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| 66 | float3 normal : NORMAL, |
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| 67 | float blendIdx : BLENDINDICES, |
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| 68 | |
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| 69 | |
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| 70 | out float4 oPosition : POSITION, |
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| 71 | out float4 colour : COLOR, |
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| 72 | // Support up to 24 bones of float3x4 |
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| 73 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 74 | uniform float3x4 worldMatrix3x4Array[24], |
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| 75 | uniform float4x4 viewProjectionMatrix, |
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| 76 | uniform float4 ambient) |
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| 77 | { |
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| 78 | // transform by indexed matrix |
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| 79 | float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0); |
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| 80 | // view / projection |
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| 81 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 82 | |
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| 83 | colour = ambient; |
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| 84 | |
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| 85 | } |
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| 86 | |
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| 87 | /* |
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| 88 | Two-weight-per-vertex hardware skinning, 2 lights |
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| 89 | The trouble with vertex programs is they're not general purpose, but |
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| 90 | fixed function hardware skinning is very poorly supported |
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| 91 | */ |
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| 92 | void hardwareSkinningTwoWeights_vp( |
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| 93 | float4 position : POSITION, |
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| 94 | float3 normal : NORMAL, |
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| 95 | float2 uv : TEXCOORD0, |
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| 96 | float4 blendIdx : BLENDINDICES, |
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| 97 | float4 blendWgt : BLENDWEIGHT, |
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| 98 | |
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| 99 | |
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| 100 | out float4 oPosition : POSITION, |
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| 101 | out float2 oUv : TEXCOORD0, |
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| 102 | out float4 colour : COLOR, |
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| 103 | // Support up to 24 bones of float3x4 |
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| 104 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 105 | uniform float3x4 worldMatrix3x4Array[24], |
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| 106 | uniform float4x4 viewProjectionMatrix, |
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| 107 | uniform float4 lightPos[2], |
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| 108 | uniform float4 lightDiffuseColour[2], |
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| 109 | uniform float4 ambient) |
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| 110 | { |
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| 111 | // transform by indexed matrix |
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| 112 | float4 blendPos = float4(0,0,0,0); |
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| 113 | int i; |
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| 114 | for (i = 0; i < 2; ++i) |
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| 115 | { |
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| 116 | blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i]; |
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| 117 | } |
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| 118 | // view / projection |
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| 119 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 120 | // transform normal |
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| 121 | float3 norm = float3(0,0,0); |
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| 122 | for (i = 0; i < 2; ++i) |
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| 123 | { |
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| 124 | norm += mul((float3x3)worldMatrix3x4Array[blendIdx[i]], normal) * |
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| 125 | blendWgt[i]; |
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| 126 | } |
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| 127 | norm = normalize(norm); |
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| 128 | // Lighting - support point and directional |
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| 129 | float3 lightDir0 = normalize( |
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| 130 | lightPos[0].xyz - (blendPos.xyz * lightPos[0].w)); |
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| 131 | float3 lightDir1 = normalize( |
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| 132 | lightPos[1].xyz - (blendPos.xyz * lightPos[1].w)); |
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| 133 | |
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| 134 | |
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| 135 | oUv = uv; |
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| 136 | colour = float4(0.5, 0.5, 0.5, 1) + |
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| 137 | (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + |
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| 138 | (saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]); |
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| 139 | |
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| 140 | } |
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| 141 | |
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| 142 | /* |
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| 143 | Two-weight-per-vertex hardware skinning, shadow caster pass |
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| 144 | */ |
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| 145 | void hardwareSkinningTwoWeightsCaster_vp( |
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| 146 | float4 position : POSITION, |
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| 147 | float3 normal : NORMAL, |
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| 148 | float2 uv : TEXCOORD0, |
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| 149 | float4 blendIdx : BLENDINDICES, |
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| 150 | float4 blendWgt : BLENDWEIGHT, |
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| 151 | |
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| 152 | |
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| 153 | out float4 oPosition : POSITION, |
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| 154 | out float4 colour : COLOR, |
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| 155 | // Support up to 24 bones of float3x4 |
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| 156 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 157 | uniform float3x4 worldMatrix3x4Array[24], |
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| 158 | uniform float4x4 viewProjectionMatrix, |
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| 159 | uniform float4 ambient) |
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| 160 | { |
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| 161 | // transform by indexed matrix |
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| 162 | float4 blendPos = float4(0,0,0,0); |
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| 163 | int i; |
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| 164 | for (i = 0; i < 2; ++i) |
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| 165 | { |
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| 166 | blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i]; |
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| 167 | } |
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| 168 | // view / projection |
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| 169 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 170 | |
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| 171 | |
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| 172 | colour = ambient; |
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| 173 | |
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| 174 | |
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| 175 | } |
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| 176 | |
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| 177 | |
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| 178 | /* |
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| 179 | Four-weight-per-vertex hardware skinning, 2 lights |
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| 180 | The trouble with vertex programs is they're not general purpose, but |
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| 181 | fixed function hardware skinning is very poorly supported |
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| 182 | */ |
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| 183 | void hardwareSkinningFourWeights_vp( |
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| 184 | float4 position : POSITION, |
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| 185 | float3 normal : NORMAL, |
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| 186 | float2 uv : TEXCOORD0, |
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| 187 | float4 blendIdx : BLENDINDICES, |
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| 188 | float4 blendWgt : BLENDWEIGHT, |
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| 189 | |
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| 190 | |
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| 191 | out float4 oPosition : POSITION, |
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| 192 | out float2 oUv : TEXCOORD0, |
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| 193 | out float4 colour : COLOR, |
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| 194 | // Support up to 24 bones of float3x4 |
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| 195 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 196 | uniform float3x4 worldMatrix3x4Array[24], |
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| 197 | uniform float4x4 viewProjectionMatrix, |
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| 198 | uniform float4 lightPos[2], |
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| 199 | uniform float4 lightDiffuseColour[2], |
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| 200 | uniform float4 ambient) |
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| 201 | { |
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| 202 | // transform by indexed matrix |
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| 203 | float4 blendPos = float4(0,0,0,0); |
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| 204 | int i; |
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| 205 | for (i = 0; i < 4; ++i) |
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| 206 | { |
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| 207 | blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i]; |
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| 208 | } |
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| 209 | // view / projection |
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| 210 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 211 | // transform normal |
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| 212 | float3 norm = float3(0,0,0); |
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| 213 | for (i = 0; i < 4; ++i) |
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| 214 | { |
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| 215 | norm += mul((float3x3)worldMatrix3x4Array[blendIdx[i]], normal) * |
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| 216 | blendWgt[i]; |
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| 217 | } |
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| 218 | norm = normalize(norm); |
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| 219 | // Lighting - support point and directional |
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| 220 | float3 lightDir0 = normalize( |
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| 221 | lightPos[0].xyz - (blendPos.xyz * lightPos[0].w)); |
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| 222 | float3 lightDir1 = normalize( |
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| 223 | lightPos[1].xyz - (blendPos.xyz * lightPos[1].w)); |
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| 224 | |
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| 225 | |
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| 226 | oUv = uv; |
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| 227 | colour = ambient + |
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| 228 | (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + |
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| 229 | (saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]); |
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| 230 | |
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| 231 | } |
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| 232 | |
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| 233 | void hardwareMorphAnimation(float3 pos1 : POSITION, |
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| 234 | float4 normal : NORMAL, |
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| 235 | float2 uv : TEXCOORD0, |
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| 236 | float3 pos2 : TEXCOORD1, |
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| 237 | |
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| 238 | out float4 oPosition : POSITION, |
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| 239 | out float2 oUv : TEXCOORD0, |
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| 240 | out float4 colour : COLOR, |
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| 241 | |
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| 242 | uniform float4x4 worldViewProj, |
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| 243 | uniform float4 anim_t) |
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| 244 | { |
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| 245 | // interpolate |
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| 246 | float4 interp = float4(pos1 + anim_t.x*(pos2 - pos1), 1.0f); |
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| 247 | |
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| 248 | oPosition = mul(worldViewProj, interp); |
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| 249 | oUv = uv; |
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| 250 | colour = float4(1,0,0,1); |
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| 251 | } |
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| 252 | |
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| 253 | void hardwarePoseAnimation(float3 pos : POSITION, |
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| 254 | float4 normal : NORMAL, |
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| 255 | float2 uv : TEXCOORD0, |
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| 256 | float3 pose1 : TEXCOORD1, |
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| 257 | float3 pose2 : TEXCOORD2, |
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| 258 | |
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| 259 | out float4 oPosition : POSITION, |
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| 260 | out float2 oUv : TEXCOORD0, |
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| 261 | out float4 colour : COLOR, |
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| 262 | |
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| 263 | uniform float4x4 worldViewProj, |
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| 264 | uniform float4 anim_t) |
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| 265 | { |
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| 266 | // interpolate |
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| 267 | float4 interp = float4(pos + anim_t.x*pose1 + anim_t.y*pose2, 1.0f); |
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| 268 | |
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| 269 | oPosition = mul(worldViewProj, interp); |
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| 270 | oUv = uv; |
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| 271 | colour = float4(1,0,0,1); |
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| 272 | } |
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