[12115] | 1 | /* Copyright Torus Knot Software Ltd 2000-2014 |
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| 2 | |
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| 3 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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| 4 | of this software and associated documentation files (the "Software"), to deal |
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| 5 | in the Software without restriction, including without limitation the rights |
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| 6 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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| 7 | copies of the Software, and to permit persons to whom the Software is |
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| 8 | furnished to do so, subject to the following conditions: |
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| 9 | |
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| 10 | The above copyright notice and this permission notice shall be included in |
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| 11 | all copies or substantial portions of the Software. |
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| 12 | |
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| 13 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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| 14 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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| 15 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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| 16 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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| 17 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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| 18 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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| 19 | THE SOFTWARE. |
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| 20 | */ |
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| 21 | #include "shadows.cg" |
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| 22 | |
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| 23 | #define BIAS 0 |
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| 24 | |
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| 25 | struct VS_OUT |
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| 26 | { |
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| 27 | float4 pos : POSITION; |
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| 28 | float3 diffuseUV : TEXCOORD0; // xy = UV, z = fog/depth |
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| 29 | #if !SHADOWCASTER |
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| 30 | float3 col : COLOR; |
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| 31 | #endif |
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| 32 | #if DEPTH_SHADOWCASTER |
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| 33 | float depth : TEXCOORD1; |
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| 34 | #endif |
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| 35 | #if DEPTH_SHADOWRECEIVER |
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| 36 | float4 lightSpacePos0 : TEXCOORD2; |
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| 37 | float4 lightSpacePos1 : TEXCOORD3; |
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| 38 | float4 lightSpacePos2 : TEXCOORD4; |
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| 39 | #endif |
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| 40 | }; |
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| 41 | |
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| 42 | VS_OUT main_vp( |
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| 43 | float4 pos : POSITION, |
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| 44 | float3 normal : NORMAL, |
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| 45 | float4 uv0 : TEXCOORD0, |
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| 46 | |
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| 47 | uniform float4x4 worldViewProj, |
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| 48 | uniform float4 lightPosition, |
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| 49 | uniform float3 lightDiffuse |
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| 50 | #if FOG |
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| 51 | , uniform float2 fogParams // x = fog start, y = fog distance |
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| 52 | #endif |
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| 53 | #if DEPTH_SHADOWCASTER |
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| 54 | , uniform float4 depthRange // x = min, y = max, z = range, w = 1/range |
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| 55 | #elif DEPTH_SHADOWRECEIVER |
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| 56 | , uniform float4 depthRange0 // x = min, y = max, z = range, w = 1/range |
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| 57 | , uniform float4 depthRange1 // x = min, y = max, z = range, w = 1/range |
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| 58 | , uniform float4 depthRange2 // x = min, y = max, z = range, w = 1/range |
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| 59 | #endif |
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| 60 | #if DEPTH_SHADOWRECEIVER |
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| 61 | , uniform float4x4 texWorldViewProjMatrix0 |
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| 62 | , uniform float4x4 texWorldViewProjMatrix1 |
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| 63 | , uniform float4x4 texWorldViewProjMatrix2 |
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| 64 | #endif |
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| 65 | |
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| 66 | ) |
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| 67 | { |
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| 68 | VS_OUT outp; |
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| 69 | |
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| 70 | // project position to the screen |
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| 71 | outp.pos = mul(worldViewProj, pos); |
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| 72 | |
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| 73 | #if !SHADOWCASTER |
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| 74 | // Get object space light direction |
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| 75 | float3 lightDir = normalize(lightPosition.xyz - (pos.xyz * lightPosition.w).xyz); |
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| 76 | outp.col = lightDiffuse.xyz * max(dot(lightDir, normal.xyz), 0.0); |
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| 77 | # if FOG |
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| 78 | outp.diffuseUV.z = linearFog(outp.pos.z, fogParams.x, fogParams.y); |
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| 79 | # endif |
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| 80 | |
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| 81 | #endif |
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| 82 | |
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| 83 | // pass through other texcoords exactly as they were received |
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| 84 | outp.diffuseUV.xy = uv0.xy; |
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| 85 | |
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| 86 | |
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| 87 | #if DEPTH_SHADOWCASTER |
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| 88 | outp.depth = (BIAS + outp.pos.z - depthRange.x) * depthRange.w; |
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| 89 | #endif |
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| 90 | |
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| 91 | #if DEPTH_SHADOWRECEIVER |
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| 92 | // Calculate the position of vertex in light space |
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| 93 | outp.lightSpacePos0 = mul(texWorldViewProjMatrix0, pos); |
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| 94 | outp.lightSpacePos1 = mul(texWorldViewProjMatrix1, pos); |
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| 95 | outp.lightSpacePos2 = mul(texWorldViewProjMatrix2, pos); |
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| 96 | |
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| 97 | // make linear |
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| 98 | outp.lightSpacePos0.z = (outp.lightSpacePos0.z - depthRange0.x) * depthRange0.w; |
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| 99 | outp.lightSpacePos1.z = (outp.lightSpacePos1.z - depthRange1.x) * depthRange1.w; |
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| 100 | outp.lightSpacePos2.z = (outp.lightSpacePos2.z - depthRange2.x) * depthRange2.w; |
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| 101 | |
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| 102 | // pass cam depth |
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| 103 | outp.diffuseUV.z = outp.pos.z; |
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| 104 | |
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| 105 | #endif |
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| 106 | |
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| 107 | return outp; |
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| 108 | } |
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| 109 | |
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| 110 | |
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| 111 | float4 main_fp( |
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| 112 | VS_OUT In, |
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| 113 | |
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| 114 | uniform sampler2D diffuseMap : register(s0), |
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| 115 | #if DEPTH_SHADOWRECEIVER |
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| 116 | uniform sampler2D shadowMap0 : register(s1), |
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| 117 | uniform sampler2D shadowMap1 : register(s2), |
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| 118 | uniform sampler2D shadowMap2 : register(s3), |
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| 119 | #endif |
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| 120 | |
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| 121 | uniform float3 materialAmbient |
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| 122 | |
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| 123 | #if SHADOWCASTER |
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| 124 | , uniform float3 shadowColour |
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| 125 | #endif |
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| 126 | #if FOG |
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| 127 | , uniform float3 fogColour |
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| 128 | #endif |
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| 129 | #if DEPTH_SHADOWRECEIVER |
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| 130 | , uniform float inverseShadowmapSize0 |
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| 131 | , uniform float inverseShadowmapSize1 |
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| 132 | , uniform float inverseShadowmapSize2 |
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| 133 | , uniform float4 pssmSplitPoints |
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| 134 | #endif |
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| 135 | |
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| 136 | ) : COLOR |
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| 137 | { |
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| 138 | |
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| 139 | // look up the diffuse map layer |
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| 140 | float4 texDiffuse = tex2D(diffuseMap, In.diffuseUV.xy); |
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| 141 | |
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| 142 | #if SHADOWCASTER |
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| 143 | # if DEPTH_SHADOWCASTER |
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| 144 | // early-out with depth (we still include alpha for those cards that support it) |
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| 145 | return float4(In.depth.xxx, 1); |
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| 146 | # else |
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| 147 | return float4(shadowColour.xyz, texDiffuse.a); |
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| 148 | # endif |
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| 149 | |
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| 150 | #else |
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| 151 | // compute the ambient contribution (pulled from the diffuse map) |
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| 152 | float3 vAmbient = texDiffuse.xyz * materialAmbient.xyz; |
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| 153 | float3 vColor3 = texDiffuse.rgb * In.col.rgb; |
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| 154 | |
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| 155 | # if DEPTH_SHADOWRECEIVER |
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| 156 | float camDepth = In.diffuseUV.z; |
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| 157 | float shadow = calcPSSMDepthShadow(shadowMap0, shadowMap1, shadowMap2, |
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| 158 | In.lightSpacePos0, In.lightSpacePos1, In.lightSpacePos2, |
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| 159 | inverseShadowmapSize0, inverseShadowmapSize1, inverseShadowmapSize2, |
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| 160 | pssmSplitPoints, camDepth); |
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| 161 | vColor3 *= shadow; |
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| 162 | /* |
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| 163 | vAmbient = float3(0,0,0); |
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| 164 | vColor3 = calcPSSMDebugShadow(shadowMap0, shadowMap1, shadowMap2, |
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| 165 | In.lightSpacePos0, In.lightSpacePos1, In.lightSpacePos2, |
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| 166 | inverseShadowmapSize0, inverseShadowmapSize1, inverseShadowmapSize2, |
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| 167 | pssmSplitPoints, camDepth); |
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| 168 | */ |
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| 169 | # endif |
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| 170 | |
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| 171 | float4 vColor; |
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| 172 | vColor = float4(vColor3 + vAmbient, texDiffuse.a); |
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| 173 | |
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| 174 | # if FOG |
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| 175 | // if fog is active, interpolate between the unfogged color and the fog color |
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| 176 | // based on vertex shader fog value |
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| 177 | vColor.rgb = lerp(vColor.rgb, fogColour, In.diffuseUV.z).rgb; |
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| 178 | # endif |
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| 179 | |
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| 180 | return vColor; |
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| 181 | #endif |
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| 182 | |
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| 183 | } |
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| 184 | |
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| 185 | |
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