[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 | float3 normal : NORMAL, |
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| 6 | float2 uv : TEXCOORD0, |
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| 7 | float3 tangent : TANGENT, |
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| 8 | |
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| 9 | |
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| 10 | out float4 oPosition : SV_POSITION, |
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| 11 | out float2 oUv : TEXCOORD0, |
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| 12 | out float4 colour : COLOR, |
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| 13 | |
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| 14 | uniform float4x4 worldViewProj, |
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| 15 | uniform float4 ambient) |
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| 16 | { |
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| 17 | oPosition = mul(worldViewProj, position); |
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| 18 | oUv = uv; |
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| 19 | colour = ambient; |
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| 20 | } |
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| 21 | |
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| 22 | /* |
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| 23 | Basic fragment program using texture and diffuse colour. |
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| 24 | */ |
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| 25 | void diffuseOneTexture_fp(float4 position : SV_POSITION, |
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| 26 | float2 uv : TEXCOORD0, |
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| 27 | float4 diffuse : COLOR, |
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| 28 | out float4 colour : COLOR, |
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| 29 | uniform sampler2D texMap : register(s0)) |
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| 30 | { |
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| 31 | colour = tex2D(texMap,uv) * diffuse; |
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| 32 | } |
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| 33 | |
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| 34 | /* |
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| 35 | Single-weight-per-vertex hardware skinning, 2 lights |
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| 36 | The trouble with vertex programs is they're not general purpose, but |
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| 37 | fixed function hardware skinning is very poorly supported |
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| 38 | */ |
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| 39 | void hardwareSkinningOneWeight_vp( |
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| 40 | float4 position : POSITION, |
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| 41 | float3 normal : NORMAL, |
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| 42 | float2 uv : TEXCOORD0, |
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| 43 | float blendIdx : BLENDINDICES, |
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| 44 | |
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| 45 | |
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| 46 | out float4 oPosition : SV_POSITION, |
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| 47 | out float2 oUv : TEXCOORD0, |
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| 48 | out float4 colour : COLOR, |
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| 49 | // Support up to 24 bones of float3x4 |
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| 50 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 51 | uniform float3x4 worldMatrix3x4Array[24], |
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| 52 | uniform float4x4 viewProjectionMatrix, |
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| 53 | uniform float4 lightPos[2], |
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| 54 | uniform float4 lightDiffuseColour[2], |
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| 55 | uniform float4 ambient) |
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| 56 | { |
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| 57 | // transform by indexed matrix |
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| 58 | float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0); |
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| 59 | // view / projection |
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| 60 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 61 | // transform normal |
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| 62 | float3 norm = mul((float3x3)worldMatrix3x4Array[blendIdx], normal); |
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| 63 | // Lighting - support point and directional |
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| 64 | float3 lightDir0 = normalize( |
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| 65 | lightPos[0].xyz - (blendPos.xyz * lightPos[0].w)); |
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| 66 | float3 lightDir1 = normalize( |
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| 67 | lightPos[1].xyz - (blendPos.xyz * lightPos[1].w)); |
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| 68 | |
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| 69 | oUv = uv; |
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| 70 | colour = ambient + |
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| 71 | (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + |
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| 72 | (saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]); |
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| 73 | |
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| 74 | } |
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| 75 | |
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| 76 | /* |
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| 77 | Single-weight-per-vertex hardware skinning, shadow-caster pass |
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| 78 | */ |
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| 79 | void hardwareSkinningOneWeightCaster_vp( |
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| 80 | float4 position : POSITION, |
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| 81 | float3 normal : NORMAL, |
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| 82 | float blendIdx : BLENDINDICES, |
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| 83 | |
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| 84 | |
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| 85 | out float4 oPosition : SV_POSITION, |
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| 86 | out float4 colour : COLOR, |
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| 87 | // Support up to 24 bones of float3x4 |
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| 88 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 89 | uniform float3x4 worldMatrix3x4Array[24], |
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| 90 | uniform float4x4 viewProjectionMatrix, |
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| 91 | uniform float4 ambient) |
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| 92 | { |
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| 93 | // transform by indexed matrix |
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| 94 | float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0); |
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| 95 | // view / projection |
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| 96 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 97 | |
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| 98 | colour = ambient; |
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| 99 | |
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| 100 | } |
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| 101 | |
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| 102 | /* |
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| 103 | Two-weight-per-vertex hardware skinning, 2 lights |
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| 104 | The trouble with vertex programs is they're not general purpose, but |
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| 105 | fixed function hardware skinning is very poorly supported |
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| 106 | */ |
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| 107 | void hardwareSkinningTwoWeights_vp( |
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| 108 | float4 position : POSITION, |
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| 109 | float3 normal : NORMAL, |
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| 110 | float2 uv : TEXCOORD0, |
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| 111 | float4 blendIdx : BLENDINDICES, |
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| 112 | float4 blendWgt : BLENDWEIGHT, |
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| 113 | |
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| 114 | |
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| 115 | out float4 oPosition : SV_POSITION, |
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| 116 | out float2 oUv : TEXCOORD0, |
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| 117 | out float4 colour : COLOR, |
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| 118 | // Support up to 24 bones of float3x4 |
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| 119 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 120 | uniform float3x4 worldMatrix3x4Array[24], |
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| 121 | uniform float4x4 viewProjectionMatrix, |
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| 122 | uniform float4 lightPos[2], |
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| 123 | uniform float4 lightDiffuseColour[2], |
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| 124 | uniform float4 ambient, |
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| 125 | uniform float4 diffuse) |
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| 126 | { |
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| 127 | // transform by indexed matrix |
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| 128 | float4 blendPos = float4(0,0,0,0); |
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| 129 | int i; |
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| 130 | for (i = 0; i < 2; ++i) |
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| 131 | { |
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| 132 | blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i]; |
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| 133 | } |
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| 134 | // view / projection |
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| 135 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 136 | // transform normal |
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| 137 | float3 norm = float3(0,0,0); |
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| 138 | for (i = 0; i < 2; ++i) |
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| 139 | { |
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| 140 | norm += mul((float3x3)worldMatrix3x4Array[blendIdx[i]], normal) * |
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| 141 | blendWgt[i]; |
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| 142 | } |
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| 143 | norm = normalize(norm); |
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| 144 | // Lighting - support point and directional |
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| 145 | float3 lightDir0 = normalize( |
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| 146 | lightPos[0].xyz - (blendPos.xyz * lightPos[0].w)); |
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| 147 | float3 lightDir1 = normalize( |
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| 148 | lightPos[1].xyz - (blendPos.xyz * lightPos[1].w)); |
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| 149 | |
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| 150 | |
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| 151 | oUv = uv; |
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| 152 | colour = diffuse * (ambient + |
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| 153 | (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + |
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| 154 | (saturate(dot(lightDir1, norm)) * lightDiffuseColour[1])); |
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| 155 | |
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| 156 | } |
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| 157 | |
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| 158 | /* |
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| 159 | Two-weight-per-vertex hardware skinning, shadow caster pass |
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| 160 | */ |
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| 161 | void hardwareSkinningTwoWeightsCaster_vp( |
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| 162 | float4 position : POSITION, |
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| 163 | float3 normal : NORMAL, |
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| 164 | float2 uv : TEXCOORD0, |
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| 165 | float4 blendIdx : BLENDINDICES, |
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| 166 | float4 blendWgt : BLENDWEIGHT, |
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| 167 | |
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| 168 | |
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| 169 | out float4 oPosition : SV_POSITION, |
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| 170 | out float4 colour : COLOR, |
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| 171 | // Support up to 24 bones of float3x4 |
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| 172 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 173 | uniform float3x4 worldMatrix3x4Array[24], |
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| 174 | uniform float4x4 viewProjectionMatrix, |
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| 175 | uniform float4 ambient) |
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| 176 | { |
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| 177 | // transform by indexed matrix |
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| 178 | float4 blendPos = float4(0,0,0,0); |
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| 179 | int i; |
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| 180 | for (i = 0; i < 2; ++i) |
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| 181 | { |
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| 182 | blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i]; |
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| 183 | } |
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| 184 | // view / projection |
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| 185 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 186 | |
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| 187 | |
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| 188 | colour = ambient; |
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| 189 | } |
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| 190 | |
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| 191 | |
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| 192 | /* |
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| 193 | Four-weight-per-vertex hardware skinning, 2 lights |
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| 194 | The trouble with vertex programs is they're not general purpose, but |
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| 195 | fixed function hardware skinning is very poorly supported |
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| 196 | */ |
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| 197 | void hardwareSkinningFourWeights_vp( |
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| 198 | float4 position : POSITION, |
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| 199 | float3 normal : NORMAL, |
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| 200 | float2 uv : TEXCOORD0, |
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| 201 | float4 blendIdx : BLENDINDICES, |
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| 202 | float4 blendWgt : BLENDWEIGHT, |
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| 203 | |
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| 204 | |
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| 205 | out float4 oPosition : SV_POSITION, |
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| 206 | out float2 oUv : TEXCOORD0, |
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| 207 | out float4 colour : COLOR, |
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| 208 | // Support up to 24 bones of float3x4 |
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| 209 | // vs_1_1 only supports 96 params so more than this is not feasible |
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| 210 | uniform float3x4 worldMatrix3x4Array[24], |
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| 211 | uniform float4x4 viewProjectionMatrix, |
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| 212 | uniform float4 lightPos[2], |
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| 213 | uniform float4 lightDiffuseColour[2], |
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| 214 | uniform float4 ambient) |
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| 215 | { |
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| 216 | // transform by indexed matrix |
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| 217 | float4 blendPos = float4(0,0,0,0); |
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| 218 | int i; |
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| 219 | for (i = 0; i < 4; ++i) |
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| 220 | { |
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| 221 | blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i]; |
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| 222 | } |
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| 223 | // view / projection |
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| 224 | oPosition = mul(viewProjectionMatrix, blendPos); |
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| 225 | // transform normal |
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| 226 | float3 norm = float3(0,0,0); |
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| 227 | for (i = 0; i < 4; ++i) |
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| 228 | { |
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| 229 | float3x3 d = (float3x3)worldMatrix3x4Array[blendIdx[i]]; |
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| 230 | norm += mul(d, normal) * |
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| 231 | blendWgt[i]; |
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| 232 | } |
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| 233 | norm = normalize(norm); |
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| 234 | // Lighting - support point and directional |
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| 235 | float3 lightDir0 = normalize( |
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| 236 | lightPos[0].xyz - (blendPos.xyz * lightPos[0].w)); |
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| 237 | float3 lightDir1 = normalize( |
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| 238 | lightPos[1].xyz - (blendPos.xyz * lightPos[1].w)); |
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| 239 | |
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| 240 | |
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| 241 | oUv = uv; |
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| 242 | colour = ambient + |
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| 243 | (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + |
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| 244 | (saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]); |
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| 245 | |
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| 246 | } |
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| 247 | |
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| 248 | // hardware morph animation (no normals) |
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| 249 | void hardwareMorphAnimation(float3 pos1 : POSITION, |
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| 250 | float4 normal : NORMAL, |
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| 251 | float2 uv : TEXCOORD0, |
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| 252 | float3 pos2 : TEXCOORD1, |
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| 253 | |
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| 254 | out float4 oPosition : SV_POSITION, |
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| 255 | out float2 oUv : TEXCOORD0, |
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| 256 | out float4 colour : COLOR, |
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| 257 | |
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| 258 | uniform float4x4 worldViewProj, |
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| 259 | uniform float4 anim_t) |
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| 260 | { |
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| 261 | // interpolate |
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| 262 | float4 interp = float4(pos1 + anim_t.x*(pos2 - pos1), 1.0f); |
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| 263 | |
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| 264 | oPosition = mul(worldViewProj, interp); |
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| 265 | oUv = uv; |
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| 266 | colour = float4(1,0,0,1); |
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| 267 | } |
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| 268 | |
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| 269 | // hardware pose animation (no normals) |
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| 270 | void hardwarePoseAnimation(float3 pos : POSITION, |
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| 271 | float4 normal : NORMAL, |
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| 272 | float2 uv : TEXCOORD0, |
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| 273 | float3 pose1 : TEXCOORD1, |
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| 274 | float3 pose2 : TEXCOORD2, |
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| 275 | |
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| 276 | out float4 oPosition : SV_POSITION, |
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| 277 | out float2 oUv : TEXCOORD0, |
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| 278 | out float4 colour : COLOR, |
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| 279 | |
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| 280 | uniform float4x4 worldViewProj, |
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| 281 | uniform float4 anim_t) |
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| 282 | { |
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| 283 | // interpolate |
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| 284 | float4 interp = float4(pos + anim_t.x*pose1 + anim_t.y*pose2, 1.0f); |
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| 285 | |
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| 286 | oPosition = mul(worldViewProj, interp); |
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| 287 | oUv = uv; |
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| 288 | colour = float4(1,0,0,1); |
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| 289 | } |
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| 290 | |
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| 291 | // hardware morph animation (with normals) |
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| 292 | void hardwareMorphAnimationWithNormals(float3 pos1 : POSITION, |
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| 293 | float3 normal1 : NORMAL, |
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| 294 | float2 uv : TEXCOORD0, |
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| 295 | float3 pos2 : TEXCOORD1, |
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| 296 | float3 normal2 : TEXCOORD2, |
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| 297 | |
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| 298 | out float4 oPosition : SV_POSITION, |
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| 299 | out float2 oUv : TEXCOORD0, |
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| 300 | out float4 colour : COLOR, |
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| 301 | |
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| 302 | uniform float4x4 worldViewProj, |
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| 303 | uniform float4 objSpaceLightPos, |
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| 304 | uniform float4 ambient, |
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| 305 | uniform float4 anim_t) |
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| 306 | { |
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| 307 | // interpolate position |
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| 308 | float4 posinterp = float4(pos1 + anim_t.x*(pos2 - pos1), 1.0f); |
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| 309 | |
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| 310 | // nlerp normal |
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| 311 | float3 ninterp = normal1 + anim_t.x*(normal2 - normal1); |
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| 312 | ninterp = normalize(ninterp); |
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| 313 | |
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| 314 | oPosition = mul(worldViewProj, posinterp); |
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| 315 | oUv = uv; |
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| 316 | |
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| 317 | float3 lightDir = normalize( |
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| 318 | objSpaceLightPos.xyz - (posinterp.xyz * objSpaceLightPos.w)); |
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| 319 | |
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| 320 | // Colour it red to make it easy to identify |
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| 321 | float lit = saturate(dot(lightDir, ninterp)); |
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| 322 | colour = float4((ambient.rgb + float3(lit,lit,lit)) * float3(1,0,0), 1); |
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| 323 | } |
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| 324 | |
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| 325 | // hardware pose animation (with normals) |
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| 326 | void hardwarePoseAnimationWithNormals(float3 pos : POSITION, |
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| 327 | float3 normal : NORMAL, |
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| 328 | float2 uv : TEXCOORD0, |
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| 329 | float3 pose1pos : TEXCOORD1, |
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| 330 | float3 pose1norm : TEXCOORD2, |
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| 331 | float3 pose2pos : TEXCOORD3, |
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| 332 | float3 pose2norm : TEXCOORD4, |
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| 333 | |
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| 334 | out float4 oPosition : SV_POSITION, |
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| 335 | out float2 oUv : TEXCOORD0, |
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| 336 | out float4 colour : COLOR, |
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| 337 | |
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| 338 | uniform float4x4 worldViewProj, |
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| 339 | uniform float4 objSpaceLightPos, |
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| 340 | uniform float4 ambient, |
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| 341 | uniform float4 anim_t) |
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| 342 | { |
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| 343 | // interpolate |
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| 344 | float4 posinterp = float4(pos + anim_t.x*pose1pos + anim_t.y*pose2pos, 1.0f); |
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| 345 | |
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| 346 | // nlerp normal |
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| 347 | // First apply the pose normals (these are actual normals, not offsets) |
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| 348 | float3 ninterp = anim_t.x*pose1norm + anim_t.y*pose2norm; |
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| 349 | |
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| 350 | // Now add back any influence of the original normal |
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| 351 | // This depends on what the cumulative weighting left the normal at, if it's lacking or cancelled out |
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| 352 | //float remainder = 1.0 - min(anim_t.x + anim_t.y, 1.0); |
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| 353 | float remainder = 1.0 - min(length(ninterp), 1.0); |
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| 354 | ninterp = ninterp + (normal * remainder); |
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| 355 | ninterp = normalize(ninterp); |
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| 356 | |
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| 357 | oPosition = mul(worldViewProj, posinterp); |
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| 358 | oUv = uv; |
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| 359 | |
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| 360 | float3 lightDir = normalize( |
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| 361 | objSpaceLightPos.xyz - (posinterp.xyz * objSpaceLightPos.w)); |
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| 362 | |
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| 363 | // Colour it red to make it easy to identify |
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| 364 | float lit = saturate(dot(lightDir, ninterp)); |
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| 365 | colour = float4((ambient.rgb + float3(lit,lit,lit)) * float3(1,0,0), 1); |
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| 366 | } |
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| 367 | |
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| 368 | void basicPassthroughTangent_v( float4 position : POSITION, |
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| 369 | float3 normal : NORMAL, |
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| 370 | float2 texcord : TEXCOORD0, |
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| 371 | float3 tangent : TANGENT, |
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| 372 | out float4 oPosition : SV_POSITION, |
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| 373 | out float3 oTangent : TEXCOORD0, |
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| 374 | |
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| 375 | uniform float4x4 worldViewProj) |
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| 376 | { |
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| 377 | oPosition = mul(worldViewProj, position); |
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| 378 | oTangent = tangent; |
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| 379 | } |
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| 380 | void basicPassthroughNormal_v(float4 position : POSITION, |
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| 381 | float3 normal : NORMAL, |
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| 382 | float2 texcord : TEXCOORD0, |
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| 383 | float3 tangent : TANGENT, |
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| 384 | out float4 oPosition : SV_POSITION, |
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| 385 | out float3 oNormal : TEXCOORD0, |
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| 386 | uniform float4x4 worldViewProj) |
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| 387 | { |
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| 388 | oPosition = mul(worldViewProj, position); |
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| 389 | oNormal = normal; |
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| 390 | } |
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| 391 | // Basic fragment program to display UV |
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| 392 | float4 showuv_p (float4 position : SV_POSITION, float2 uv : TEXCOORD0, float4 colour : COLOR) : COLOR |
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| 393 | { |
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| 394 | // wrap values using frac |
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| 395 | return float4(frac(uv.x), frac(uv.y), 0, 1); |
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| 396 | } |
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| 397 | // Basic fragment program to display 3d uv |
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| 398 | float4 showuvdir3d_p (float4 position : SV_POSITION, float3 uv : TEXCOORD0) : COLOR |
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| 399 | { |
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| 400 | float3 n = normalize(uv); |
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| 401 | return float4(n.x, n.y, n.z, 1); |
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| 402 | } |
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| 403 | |
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| 404 | |
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