[12115] | 1 | |
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| 2 | |
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| 3 | void instancing_vp(uniform float3x4 worldMatrix3x4Array[80], float4 position : POSITION, |
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| 4 | float3 normal : NORMAL, |
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| 5 | float2 uv : TEXCOORD0, |
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| 6 | float index : TEXCOORD1, |
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| 7 | uniform float4x4 viewProjectionMatrix, |
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| 8 | uniform float4 lightPos, |
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| 9 | uniform float4 ambient, |
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| 10 | uniform float4 lightDiffuseColour, |
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| 11 | out float4 oPosition : POSITION, |
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| 12 | out float2 oUv : TEXCOORD0, |
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| 13 | out float4 Color : COLOR ) |
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| 14 | { |
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| 15 | // transform by indexed matrix |
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| 16 | float4 transformedPos = float4(mul(worldMatrix3x4Array[index], position).xyz, 1.0); |
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| 17 | |
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| 18 | // view / projection |
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| 19 | oPosition = mul(viewProjectionMatrix, transformedPos); |
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| 20 | oUv = uv; |
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| 21 | |
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| 22 | float3 norm = mul((float3x3)worldMatrix3x4Array[index], normal); |
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| 23 | |
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| 24 | float3 lightDir = normalize( |
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| 25 | lightPos.xyz - (transformedPos.xyz * lightPos.w)); |
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| 26 | |
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| 27 | Color = ambient + saturate(dot(lightDir, norm)) * lightDiffuseColour; |
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| 28 | |
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| 29 | |
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| 30 | } |
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| 31 | |
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| 32 | /* |
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| 33 | Instancing shadow-caster pass |
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| 34 | */ |
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| 35 | void instancingCaster_vp( |
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| 36 | float4 position : POSITION, |
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| 37 | float3 normal : NORMAL, |
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| 38 | float index : TEXCOORD1, |
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| 39 | |
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| 40 | out float4 oPosition : POSITION, |
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| 41 | out float4 colour : COLOR, |
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| 42 | // Support up to 80 bones of float3x4 |
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| 43 | uniform float3x4 worldMatrix3x4Array[80], |
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| 44 | uniform float4x4 viewProjectionMatrix, |
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| 45 | uniform float4 ambient) |
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| 46 | { |
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| 47 | // transform by indexed matrix |
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| 48 | float4 transformedPos = float4(mul(worldMatrix3x4Array[index], position).xyz, 1.0); |
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| 49 | |
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| 50 | // view / projection |
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| 51 | oPosition = mul(viewProjectionMatrix, transformedPos); |
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| 52 | |
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| 53 | colour = ambient; |
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| 54 | |
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| 55 | } |
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