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source: data/branches/Shader_HS18/programs/Cg/HW_VTFInstancing.cg @ 12181

Last change on this file since 12181 was 12115, checked in by wiesep, 6 years ago

Changed folder structure, deletet some unused files and cleaned up code

File size: 3.8 KB
Line 
1//---------------------------------------------------------------------------
2//These materials/shaders are part of the NEW InstanceManager implementation
3//Written by Matias N. Goldberg ("dark_sylinc")
4//---------------------------------------------------------------------------
5
6//---------------------------------------------
7//Vertex Shader Input
8//---------------------------------------------
9struct VS_INPUT
10{
11        float4 Position :       POSITION;
12        float3 Normal   :       NORMAL;
13        float3 Tangent  :       TANGENT;
14#ifdef BONE_TWO_WEIGHTS
15        float4 weights          :       BLENDWEIGHT;
16#endif
17        float2 uv0              :       TEXCOORD0;
18        float4 m03              :       TEXCOORD1; //m03.w is always 0
19
20        float2 mOffset          :       TEXCOORD2;
21       
22#ifdef BONE_MATRIX_LUT
23        float4 worldMatrix0     :       TEXCOORD3;
24        float4 worldMatrix1     :       TEXCOORD4;
25        float4 worldMatrix2     :       TEXCOORD5;
26#endif
27};
28
29#include "InstancingVertexInterpolators.cg"
30#ifdef ST_DUAL_QUATERNION
31#include "DualQuaternionSkinning_Shadow.cg"
32#endif
33
34//---------------------------------------------
35//Main Vertex Shader
36//---------------------------------------------
37VS_OUTPUT main_vs( in VS_INPUT input,
38                                   uniform float4x4 viewProjMatrix,
39                                   
40#ifdef DEPTH_SHADOWCASTER
41                                   uniform sampler2D matrixTexture : register(s0)
42#else
43                                   uniform sampler2D matrixTexture : register(s2)
44#endif
45
46#if defined( DEPTH_SHADOWCASTER ) || defined( DEPTH_SHADOWRECEIVER )
47                                ,  uniform float4 depthRange
48#endif
49#ifdef DEPTH_SHADOWRECEIVER
50                                ,  uniform float4x4 texViewProjMatrix
51#endif
52                                )
53{
54        VS_OUTPUT output;
55        float4 worldPos;
56        float3 worldNorm;
57
58
59#ifdef ST_DUAL_QUATERNION
60        float2x4 blendDQ;       
61        blendDQ[0] = tex2D( matrixTexture, float2(input.m03.x, 0.0) + input.mOffset );
62        blendDQ[1] = tex2D( matrixTexture, float2(input.m03.y, 0.0) + input.mOffset );
63#ifdef BONE_TWO_WEIGHTS
64        float2x4 blendDQ2;
65        //Use the empty parts of m03, z and w, for the second dual quaternion
66        blendDQ2[0] = tex2D( matrixTexture, float2(input.m03.z, 0.0) + input.mOffset );
67        blendDQ2[1] = tex2D( matrixTexture, float2(input.m03.w, 0.0) + input.mOffset );
68       
69        //Accurate antipodality handling. For speed increase, remove the following line
70        if (dot(blendDQ[0], blendDQ2[0]) < 0.0) blendDQ2 *= -1.0;
71       
72        //Blend the dual quaternions based on the weights
73        blendDQ *= input.weights.x;
74        blendDQ += input.weights.y*blendDQ2;
75        //Normalize the resultant dual quaternion
76        blendDQ /= length(blendDQ[0]);
77#endif
78        worldPos = float4(calculateBlendPosition(input.Position, blendDQ), 1.0);
79        worldNorm = calculateBlendNormal(input.Normal, blendDQ);
80#else
81        float3x4 worldMatrix;
82        worldMatrix[0] = tex2D( matrixTexture, input.m03.xw + input.mOffset );
83        worldMatrix[1] = tex2D( matrixTexture, input.m03.yw + input.mOffset );
84        worldMatrix[2] = tex2D( matrixTexture, input.m03.zw + input.mOffset );
85
86        worldPos = float4( mul( worldMatrix, input.Position ).xyz, 1.0f );
87        worldNorm= mul( (float3x3)(worldMatrix), input.Normal );
88#endif
89
90#ifdef BONE_MATRIX_LUT
91        float3x4 worldCompMatrix;
92        worldCompMatrix[0] = input.worldMatrix0;
93        worldCompMatrix[1] = input.worldMatrix1;
94        worldCompMatrix[2] = input.worldMatrix2;
95       
96        worldPos =  float4( mul( worldCompMatrix, worldPos ).xyz, 1.0f );
97        worldNorm = mul( (float3x3)(worldCompMatrix), worldNorm );
98       
99#endif
100
101
102        //Transform the position
103        output.Position         = mul( viewProjMatrix, worldPos );
104
105#ifdef DEPTH_SHADOWCASTER
106        output.ps.unused        = float3( 0 );
107        output.ps.depth         = (output.Position.z - depthRange.x + SHADOW_BIAS) * depthRange.w;
108#else
109        output.ps.uv0           = input.uv0;
110
111        //Pass Normal and position for Blinn Phong lighting
112        output.ps.Normal        = normalize(worldNorm);
113        output.ps.vPos          = worldPos.xyz;
114       
115        #ifdef DEPTH_SHADOWRECEIVER
116                // Calculate the position of vertex in light space to do shadows
117                output.ps.lightSpacePos = mul( texViewProjMatrix, worldPos );
118                // make linear
119                output.ps.lightSpacePos.z = (output.ps.lightSpacePos.z - depthRange.x) * depthRange.w;
120        #endif
121#endif
122
123        return output;
124}
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