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source: data/branches/Shader_HS18/programs/Cg/InstancingMisc.cg @ 12294

Last change on this file since 12294 was 12115, checked in by wiesep, 6 years ago

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

File size: 1.9 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//This shader is not instancing related, but is used in the Instancing tests for lighting
7//consistency (i.e. the ground)
8
9//---------------------------------------------
10//Vertex Shader Input
11//---------------------------------------------
12struct VS_INPUT
13{
14        float4 Position :       POSITION;
15        float3 Normal   :       NORMAL;
16        float2 uv0              :       TEXCOORD0;
17};
18
19#include "InstancingVertexInterpolators.cg"
20
21//---------------------------------------------
22//Main Vertex Shader
23//---------------------------------------------
24VS_OUTPUT main_vs( in VS_INPUT input,
25                                   uniform float4x4 viewProjMatrix,
26                                   uniform float4x4 worldMatrix
27
28#if defined( DEPTH_SHADOWCASTER ) || defined( DEPTH_SHADOWRECEIVER )
29                                ,  uniform float4 depthRange
30#endif
31#ifdef DEPTH_SHADOWRECEIVER
32                                ,  uniform float4x4 texViewProjMatrix
33#endif
34                                   )
35{
36        VS_OUTPUT output;
37       
38        float4 worldPos  = mul( worldMatrix, input.Position );
39        float3 worldNorm = mul( (float3x3)(worldMatrix), input.Normal );
40
41        //Transform the position
42        output.Position         = mul( viewProjMatrix, worldPos );
43       
44#ifdef DEPTH_SHADOWCASTER
45        output.ps.unused        = float3( 0 );
46        output.ps.depth         = (output.Position.z - depthRange.x + SHADOW_BIAS) * depthRange.w;
47#else
48        output.ps.uv0           = input.uv0;
49       
50        //Pass Normal and position for Blinn Phong lighting
51        output.ps.Normal        = worldNorm;
52        output.ps.vPos          = worldPos.xyz;
53
54        #ifdef DEPTH_SHADOWRECEIVER
55                // Calculate the position of vertex in light space to do shadows
56                output.ps.lightSpacePos = mul( texViewProjMatrix, worldPos );
57                // make linear
58                output.ps.lightSpacePos.z = (output.ps.lightSpacePos.z - depthRange.x) * depthRange.w;
59        #endif
60#endif
61
62        return output;
63}
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