[12115] | 1 | //--------------------------------------------------------------------------- |
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| 2 | //These materials/shaders are part of the NEW InstanceManager implementation |
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| 3 | //Written by Matias N. Goldberg ("dark_sylinc") |
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| 4 | //--------------------------------------------------------------------------- |
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| 5 | |
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| 6 | //--------------------------------------------- |
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| 7 | //Vertex Shader Input |
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| 8 | //--------------------------------------------- |
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| 9 | struct VS_INPUT |
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| 10 | { |
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| 11 | float4 Position : POSITION; |
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| 12 | float3 Normal : NORMAL; |
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| 13 | float3 Tangent : TANGENT; |
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| 14 | #ifdef BONE_TWO_WEIGHTS |
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| 15 | float4 weights : BLENDWEIGHT; |
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| 16 | #endif |
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| 17 | float2 uv0 : TEXCOORD0; |
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| 18 | |
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| 19 | float4 m01 : TEXCOORD1; |
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| 20 | float4 m23 : TEXCOORD2; |
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| 21 | }; |
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| 22 | |
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| 23 | #include "InstancingVertexInterpolators.cg" |
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| 24 | #ifdef ST_DUAL_QUATERNION |
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| 25 | #include "DualQuaternionSkinning_Shadow.cg" |
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| 26 | #endif |
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| 27 | |
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| 28 | //--------------------------------------------- |
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| 29 | //Main Vertex Shader |
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| 30 | //--------------------------------------------- |
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| 31 | VS_OUTPUT main_vs( in VS_INPUT input, |
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| 32 | uniform float4x4 viewProjMatrix, |
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| 33 | |
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| 34 | #ifdef DEPTH_SHADOWCASTER |
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| 35 | uniform sampler2D matrixTexture : register(s0) |
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| 36 | #else |
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| 37 | uniform sampler2D matrixTexture : register(s2) |
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| 38 | #endif |
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| 39 | |
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| 40 | #if defined( DEPTH_SHADOWCASTER ) || defined( DEPTH_SHADOWRECEIVER ) |
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| 41 | , uniform float4 depthRange |
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| 42 | #endif |
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| 43 | #ifdef DEPTH_SHADOWRECEIVER |
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| 44 | , uniform float4x4 texViewProjMatrix |
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| 45 | #endif |
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| 46 | ) |
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| 47 | { |
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| 48 | VS_OUTPUT output; |
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| 49 | |
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| 50 | float4 worldPos = 0; |
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| 51 | float3 worldNorm = 0; |
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| 52 | |
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| 53 | #ifdef ST_DUAL_QUATERNION |
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| 54 | float2x4 blendDQ; |
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| 55 | blendDQ[0] = tex2D( matrixTexture, input.m01.xy ); |
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| 56 | blendDQ[1] = tex2D( matrixTexture, input.m01.zw ); |
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| 57 | #ifdef BONE_TWO_WEIGHTS |
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| 58 | float2x4 blendDQ2; |
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| 59 | //Use the empty parts of m03, z and w, for the second dual quaternion |
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| 60 | blendDQ2[0] = tex2D( matrixTexture, input.m23.xy ); |
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| 61 | blendDQ2[1] = tex2D( matrixTexture, input.m23.zw ); |
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| 62 | |
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| 63 | //Accurate antipodality handling. For speed increase, remove the following line |
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| 64 | if (dot(blendDQ[0], blendDQ2[0]) < 0.0) blendDQ2 *= -1.0; |
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| 65 | |
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| 66 | //Blend the dual quaternions based on the weights |
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| 67 | blendDQ *= input.weights.x; |
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| 68 | blendDQ += input.weights.y*blendDQ2; |
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| 69 | //Normalize the resultant dual quaternion |
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| 70 | blendDQ /= length(blendDQ[0]); |
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| 71 | #endif |
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| 72 | //Only dealing with one weight so normalization of the dual quaternion and weighting are unnecessary |
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| 73 | worldPos = float4(calculateBlendPosition(input.Position, blendDQ), 1.0); |
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| 74 | worldNorm = calculateBlendNormal(input.Normal.xyz, blendDQ); |
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| 75 | #else |
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| 76 | float3x4 worldMatrix; |
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| 77 | worldMatrix[0] = tex2D( matrixTexture, input.m01.xy ); |
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| 78 | worldMatrix[1] = tex2D( matrixTexture, input.m01.zw ); |
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| 79 | worldMatrix[2] = tex2D( matrixTexture, input.m23.xy ); |
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| 80 | |
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| 81 | worldPos = float4( mul( worldMatrix, input.Position ).xyz, 1.0f ); |
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| 82 | worldNorm= mul( (float3x3)(worldMatrix), input.Normal ); |
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| 83 | #endif |
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| 84 | |
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| 85 | //Transform the position |
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| 86 | output.Position = mul( viewProjMatrix, worldPos ); |
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| 87 | |
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| 88 | #ifdef DEPTH_SHADOWCASTER |
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| 89 | output.ps.unused = float3( 0 ); |
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| 90 | output.ps.depth = (output.Position.z - depthRange.x + SHADOW_BIAS) * depthRange.w; |
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| 91 | #else |
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| 92 | output.ps.uv0 = input.uv0; |
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| 93 | |
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| 94 | //Pass Normal and position for Blinn Phong lighting |
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| 95 | output.ps.Normal = normalize(worldNorm); |
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| 96 | output.ps.vPos = worldPos.xyz; |
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| 97 | |
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| 98 | #ifdef DEPTH_SHADOWRECEIVER |
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| 99 | // Calculate the position of vertex in light space to do shadows |
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| 100 | output.ps.lightSpacePos = mul( texViewProjMatrix, worldPos ); |
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| 101 | // make linear |
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| 102 | output.ps.lightSpacePos.z = (output.ps.lightSpacePos.z - depthRange.x) * depthRange.w; |
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| 103 | #endif |
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| 104 | #endif |
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| 105 | |
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| 106 | return output; |
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| 107 | } |
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