[25] | 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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