[12115] | 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 | Basic fragment program using texture and diffuse colour. |
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| 21 | */ |
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| 22 | void diffuseOneTexture_fp(float4 position : POSITION, |
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| 23 | float2 uv : TEXCOORD0, |
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| 24 | float4 diffuse : COLOR, |
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| 25 | out float4 colour : COLOR, |
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| 26 | uniform sampler2D texMap : register(s0)) |
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| 27 | { |
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| 28 | colour = tex2D(texMap,uv) * diffuse; |
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| 29 | } |
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| 30 | |
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| 31 | /* |
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| 32 | Single-weight-per-vertex hardware skinning, 2 lights |
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| 33 | The trouble with vertex programs is they're not general purpose, but |
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| 34 | fixed function hardware skinning is very poorly supported |
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| 35 | */ |
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| 36 | void hardwareSkinningOneWeight_vp( |
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| 37 | float4 position : POSITION, |
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| 38 | float3 normal : NORMAL, |
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| 39 | float2 uv : TEXCOORD0, |
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| 40 | float blendIdx : BLENDINDICES, |
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| 41 | |
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| 42 | |
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| 43 | out float4 oPosition : POSITION, |
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| 44 | out float2 oUv : TEXCOORD0, |
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| 45 | out float4 colour : COLOR, |
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| 46 | // Support up to 24 bones of float3x4 |
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| 47 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 48 | uniform float3x4 worldMatrix3x4Array[24], |
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| 49 | uniform float4x4 viewProjectionMatrix, |
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| 50 | uniform float4 lightPos[2], |
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| 51 | uniform float4 lightDiffuseColour[2], |
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| 52 | uniform float4 ambient) |
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| 53 | { |
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| 54 | // transform by indexed matrix |
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| 55 | float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0); |
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| 56 | // view / projection |
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| 57 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 58 | // transform normal |
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| 59 | float3 norm = mul((float3x3)worldMatrix3x4Array[blendIdx], normal); |
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| 60 | // Lighting - support point and directional |
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| 61 | float3 lightDir0 = normalize( |
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| 62 | lightPos[0].xyz - (blendPos.xyz * lightPos[0].w)); |
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| 63 | float3 lightDir1 = normalize( |
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| 64 | lightPos[1].xyz - (blendPos.xyz * lightPos[1].w)); |
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| 65 | |
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| 66 | oUv = uv; |
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| 67 | colour = ambient + |
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| 68 | (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + |
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| 69 | (saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]); |
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| 70 | |
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| 71 | } |
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| 72 | |
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| 73 | /* |
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| 74 | Single-weight-per-vertex hardware skinning, shadow-caster pass |
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| 75 | */ |
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| 76 | void hardwareSkinningOneWeightCaster_vp( |
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| 77 | float4 position : POSITION, |
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| 78 | float3 normal : NORMAL, |
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| 79 | float blendIdx : BLENDINDICES, |
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| 80 | |
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| 81 | |
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| 82 | out float4 oPosition : POSITION, |
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| 83 | out float4 colour : COLOR, |
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| 84 | // Support up to 24 bones of float3x4 |
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| 85 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 86 | uniform float3x4 worldMatrix3x4Array[24], |
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| 87 | uniform float4x4 viewProjectionMatrix, |
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| 88 | uniform float4 ambient) |
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| 89 | { |
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| 90 | // transform by indexed matrix |
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| 91 | float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0); |
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| 92 | // view / projection |
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| 93 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 94 | |
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| 95 | colour = ambient; |
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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 | Two-weight-per-vertex hardware skinning, 2 lights |
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| 101 | The trouble with vertex programs is they're not general purpose, but |
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| 102 | fixed function hardware skinning is very poorly supported |
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| 103 | */ |
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| 104 | void hardwareSkinningTwoWeights_vp( |
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| 105 | float4 position : POSITION, |
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| 106 | float3 normal : NORMAL, |
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| 107 | float2 uv : TEXCOORD0, |
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| 108 | float4 blendIdx : BLENDINDICES, |
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| 109 | float4 blendWgt : BLENDWEIGHT, |
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| 110 | |
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| 111 | |
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| 112 | out float4 oPosition : POSITION, |
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| 113 | out float2 oUv : TEXCOORD0, |
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| 114 | out float4 colour : COLOR, |
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| 115 | // Support up to 24 bones of float3x4 |
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| 116 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 117 | uniform float3x4 worldMatrix3x4Array[24], |
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| 118 | uniform float4x4 viewProjectionMatrix, |
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| 119 | uniform float4 lightPos[2], |
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| 120 | uniform float4 lightDiffuseColour[2], |
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| 121 | uniform float4 ambient, |
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| 122 | uniform float4 diffuse) |
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| 123 | { |
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| 124 | // transform by indexed matrix |
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| 125 | float4 blendPos = float4(0,0,0,0); |
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| 126 | int i; |
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| 127 | for (i = 0; i < 2; ++i) |
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| 128 | { |
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| 129 | blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i]; |
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| 130 | } |
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| 131 | // view / projection |
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| 132 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 133 | // transform normal |
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| 134 | float3 norm = float3(0,0,0); |
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| 135 | for (i = 0; i < 2; ++i) |
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| 136 | { |
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| 137 | norm += mul((float3x3)worldMatrix3x4Array[blendIdx[i]], normal) * |
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| 138 | blendWgt[i]; |
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| 139 | } |
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| 140 | norm = normalize(norm); |
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| 141 | // Lighting - support point and directional |
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| 142 | float3 lightDir0 = normalize( |
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| 143 | lightPos[0].xyz - (blendPos.xyz * lightPos[0].w)); |
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| 144 | float3 lightDir1 = normalize( |
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| 145 | lightPos[1].xyz - (blendPos.xyz * lightPos[1].w)); |
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| 146 | |
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| 147 | |
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| 148 | oUv = uv; |
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| 149 | colour = diffuse * (ambient + |
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| 150 | (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + |
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| 151 | (saturate(dot(lightDir1, norm)) * lightDiffuseColour[1])); |
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| 152 | |
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| 153 | } |
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| 154 | |
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| 155 | /* |
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| 156 | Two-weight-per-vertex hardware skinning, shadow caster pass |
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| 157 | */ |
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| 158 | void hardwareSkinningTwoWeightsCaster_vp( |
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| 159 | float4 position : POSITION, |
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| 160 | float3 normal : NORMAL, |
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| 161 | float2 uv : TEXCOORD0, |
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| 162 | float4 blendIdx : BLENDINDICES, |
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| 163 | float4 blendWgt : BLENDWEIGHT, |
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| 164 | |
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| 165 | |
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| 166 | out float4 oPosition : POSITION, |
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| 167 | out float4 colour : COLOR, |
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| 168 | // Support up to 24 bones of float3x4 |
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| 169 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 170 | uniform float3x4 worldMatrix3x4Array[24], |
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| 171 | uniform float4x4 viewProjectionMatrix, |
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| 172 | uniform float4 ambient) |
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| 173 | { |
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| 174 | // transform by indexed matrix |
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| 175 | float4 blendPos = float4(0,0,0,0); |
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| 176 | int i; |
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| 177 | for (i = 0; i < 2; ++i) |
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| 178 | { |
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| 179 | blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i]; |
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| 180 | } |
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| 181 | // view / projection |
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| 182 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 183 | |
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| 184 | |
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| 185 | colour = ambient; |
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| 186 | } |
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| 187 | |
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| 188 | |
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| 189 | /* |
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| 190 | Four-weight-per-vertex hardware skinning, 2 lights |
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| 191 | The trouble with vertex programs is they're not general purpose, but |
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| 192 | fixed function hardware skinning is very poorly supported |
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| 193 | */ |
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| 194 | void hardwareSkinningFourWeights_vp( |
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| 195 | float4 position : POSITION, |
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| 196 | float3 normal : NORMAL, |
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| 197 | float2 uv : TEXCOORD0, |
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| 198 | float4 blendIdx : BLENDINDICES, |
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| 199 | float4 blendWgt : BLENDWEIGHT, |
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| 200 | |
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| 201 | |
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| 202 | out float4 oPosition : POSITION, |
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| 203 | out float2 oUv : TEXCOORD0, |
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| 204 | out float4 colour : COLOR, |
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| 205 | // Support up to 24 bones of float3x4 |
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| 206 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 207 | uniform float3x4 worldMatrix3x4Array[24], |
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| 208 | uniform float4x4 viewProjectionMatrix, |
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| 209 | uniform float4 lightPos[2], |
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| 210 | uniform float4 lightDiffuseColour[2], |
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| 211 | uniform float4 ambient) |
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| 212 | { |
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| 213 | // transform by indexed matrix |
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| 214 | float4 blendPos = float4(0,0,0,0); |
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| 215 | int i; |
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| 216 | for (i = 0; i < 4; ++i) |
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| 217 | { |
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| 218 | blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i]; |
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| 219 | } |
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| 220 | // view / projection |
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| 221 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 222 | // transform normal |
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| 223 | float3 norm = float3(0,0,0); |
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| 224 | for (i = 0; i < 4; ++i) |
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| 225 | { |
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| 226 | float3x3 d = (float3x3)worldMatrix3x4Array[blendIdx[i]]; |
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| 227 | norm += mul(d, normal) * |
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| 228 | blendWgt[i]; |
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| 229 | } |
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| 230 | norm = normalize(norm); |
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| 231 | // Lighting - support point and directional |
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| 232 | float3 lightDir0 = normalize( |
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| 233 | lightPos[0].xyz - (blendPos.xyz * lightPos[0].w)); |
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| 234 | float3 lightDir1 = normalize( |
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| 235 | lightPos[1].xyz - (blendPos.xyz * lightPos[1].w)); |
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| 236 | |
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| 237 | |
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| 238 | oUv = uv; |
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| 239 | colour = ambient + |
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| 240 | (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + |
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| 241 | (saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]); |
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| 242 | |
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| 243 | } |
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| 244 | |
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| 245 | // hardware morph animation (no normals) |
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| 246 | void hardwareMorphAnimation(float3 pos1 : POSITION, |
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| 247 | float4 normal : NORMAL, |
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| 248 | float2 uv : TEXCOORD0, |
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| 249 | float3 pos2 : TEXCOORD1, |
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| 250 | |
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| 251 | out float4 oPosition : POSITION, |
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| 252 | out float2 oUv : TEXCOORD0, |
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| 253 | out float4 colour : COLOR, |
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| 254 | |
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| 255 | uniform float4x4 worldViewProj, |
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| 256 | uniform float4 anim_t) |
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| 257 | { |
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| 258 | // interpolate |
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| 259 | float4 interp = float4(pos1 + anim_t.x*(pos2 - pos1), 1.0f); |
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| 260 | |
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| 261 | oPosition = mul(worldViewProj, interp); |
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| 262 | oUv = uv; |
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| 263 | colour = float4(1,0,0,1); |
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| 264 | } |
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| 265 | |
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| 266 | // hardware pose animation (no normals) |
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| 267 | void hardwarePoseAnimation(float3 pos : POSITION, |
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| 268 | float4 normal : NORMAL, |
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| 269 | float2 uv : TEXCOORD0, |
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| 270 | float3 pose1 : TEXCOORD1, |
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| 271 | float3 pose2 : TEXCOORD2, |
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| 272 | |
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| 273 | out float4 oPosition : POSITION, |
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| 274 | out float2 oUv : TEXCOORD0, |
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| 275 | out float4 colour : COLOR, |
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| 276 | |
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| 277 | uniform float4x4 worldViewProj, |
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| 278 | uniform float4 anim_t) |
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| 279 | { |
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| 280 | // interpolate |
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| 281 | float4 interp = float4(pos + anim_t.x*pose1 + anim_t.y*pose2, 1.0f); |
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| 282 | |
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| 283 | oPosition = mul(worldViewProj, interp); |
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| 284 | oUv = uv; |
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| 285 | colour = float4(1,0,0,1); |
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| 286 | } |
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| 287 | |
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| 288 | // hardware morph animation (with normals) |
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| 289 | void hardwareMorphAnimationWithNormals(float3 pos1 : POSITION, |
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| 290 | float3 normal1 : NORMAL, |
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| 291 | float2 uv : TEXCOORD0, |
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| 292 | float3 pos2 : TEXCOORD1, |
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| 293 | float3 normal2 : TEXCOORD2, |
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| 294 | |
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| 295 | out float4 oPosition : POSITION, |
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| 296 | out float2 oUv : TEXCOORD0, |
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| 297 | out float4 colour : COLOR, |
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| 298 | |
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| 299 | uniform float4x4 worldViewProj, |
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| 300 | uniform float4 objSpaceLightPos, |
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| 301 | uniform float4 ambient, |
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| 302 | uniform float4 anim_t) |
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| 303 | { |
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| 304 | // interpolate position |
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| 305 | float4 posinterp = float4(pos1 + anim_t.x*(pos2 - pos1), 1.0f); |
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| 306 | |
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| 307 | // nlerp normal |
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| 308 | float3 ninterp = normal1 + anim_t.x*(normal2 - normal1); |
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| 309 | ninterp = normalize(ninterp); |
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| 310 | |
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| 311 | oPosition = mul(worldViewProj, posinterp); |
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| 312 | oUv = uv; |
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| 313 | |
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| 314 | float3 lightDir = normalize( |
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| 315 | objSpaceLightPos.xyz - (posinterp.xyz * objSpaceLightPos.w)); |
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| 316 | |
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| 317 | // Colour it red to make it easy to identify |
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| 318 | float lit = saturate(dot(lightDir, ninterp)); |
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| 319 | colour = float4((ambient.rgb + float3(lit,lit,lit)) * float3(1,0,0), 1); |
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| 320 | } |
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| 321 | |
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| 322 | // hardware pose animation (with normals) |
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| 323 | void hardwarePoseAnimationWithNormals(float3 pos : POSITION, |
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| 324 | float3 normal : NORMAL, |
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| 325 | float2 uv : TEXCOORD0, |
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| 326 | float3 pose1pos : TEXCOORD1, |
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| 327 | float3 pose1norm : TEXCOORD2, |
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| 328 | float3 pose2pos : TEXCOORD3, |
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| 329 | float3 pose2norm : TEXCOORD4, |
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| 330 | |
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| 331 | out float4 oPosition : POSITION, |
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| 332 | out float2 oUv : TEXCOORD0, |
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| 333 | out float4 colour : COLOR, |
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| 334 | |
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| 335 | uniform float4x4 worldViewProj, |
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| 336 | uniform float4 objSpaceLightPos, |
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| 337 | uniform float4 ambient, |
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| 338 | uniform float4 anim_t) |
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| 339 | { |
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| 340 | // interpolate |
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| 341 | float4 posinterp = float4(pos + anim_t.x*pose1pos + anim_t.y*pose2pos, 1.0f); |
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| 342 | |
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| 343 | // nlerp normal |
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| 344 | // First apply the pose normals (these are actual normals, not offsets) |
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| 345 | float3 ninterp = anim_t.x*pose1norm + anim_t.y*pose2norm; |
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| 346 | |
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| 347 | // Now add back any influence of the original normal |
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| 348 | // This depends on what the cumulative weighting left the normal at, if it's lacking or cancelled out |
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| 349 | //float remainder = 1.0 - min(anim_t.x + anim_t.y, 1.0); |
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| 350 | float remainder = 1.0 - min(length(ninterp), 1.0); |
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| 351 | ninterp = ninterp + (normal * remainder); |
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| 352 | ninterp = normalize(ninterp); |
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| 353 | |
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| 354 | oPosition = mul(worldViewProj, posinterp); |
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| 355 | oUv = uv; |
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| 356 | |
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| 357 | float3 lightDir = normalize( |
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| 358 | objSpaceLightPos.xyz - (posinterp.xyz * objSpaceLightPos.w)); |
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| 359 | |
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| 360 | // Colour it red to make it easy to identify |
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| 361 | float lit = saturate(dot(lightDir, ninterp)); |
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| 362 | colour = float4((ambient.rgb + float3(lit,lit,lit)) * float3(1,0,0), 1); |
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| 363 | } |
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| 364 | |
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| 365 | void basicPassthroughTangent_v(float4 position : POSITION, |
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| 366 | float3 tangent : TANGENT, |
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| 367 | |
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| 368 | out float4 oPosition : POSITION, |
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| 369 | out float3 oTangent : TEXCOORD0, |
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| 370 | |
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| 371 | uniform float4x4 worldViewProj) |
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| 372 | { |
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| 373 | oPosition = mul(worldViewProj, position); |
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| 374 | oTangent = tangent; |
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| 375 | } |
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| 376 | void basicPassthroughNormal_v(float4 position : POSITION, |
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| 377 | float3 normal : NORMAL, |
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| 378 | |
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| 379 | out float4 oPosition : POSITION, |
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| 380 | out float3 oNormal : TEXCOORD0, |
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| 381 | |
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| 382 | uniform float4x4 worldViewProj) |
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| 383 | { |
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| 384 | oPosition = mul(worldViewProj, position); |
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| 385 | oNormal = normal; |
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| 386 | } |
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| 387 | // Basic fragment program to display UV |
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| 388 | float4 showuv_p (float4 position : POSITION, float2 uv : TEXCOORD0) : COLOR |
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| 389 | { |
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| 390 | // wrap values using frac |
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| 391 | return float4(frac(uv.x), frac(uv.y), 0, 1); |
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| 392 | } |
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| 393 | // Basic fragment program to display 3d uv |
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| 394 | float4 showuvdir3d_p (float4 position : POSITION, float3 uv : TEXCOORD0) : COLOR |
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| 395 | { |
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| 396 | float3 n = normalize(uv); |
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| 397 | return float4(n.x, n.y, n.z, 1); |
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| 398 | } |
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| 399 | |
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| 400 | |
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