1 | ///////////////////////////////////////////////////////////////////////////////// |
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2 | // |
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3 | // shadowreceivervp.cg |
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4 | // |
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5 | // Hamilton Chong |
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6 | // (c) 2006 |
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7 | // |
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8 | // This is an example vertex shader for shadow receiver objects. |
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9 | // |
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10 | ///////////////////////////////////////////////////////////////////////////////// |
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11 | |
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12 | // Define inputs from application. |
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13 | struct VertexIn |
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14 | { |
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15 | float4 position : POSITION; // vertex position in object space |
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16 | float4 normal : NORMAL; // vertex normal in object space |
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17 | }; |
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18 | |
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19 | // Define outputs from vertex shader. |
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20 | struct Vertex |
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21 | { |
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22 | float4 position : POSITION; // vertex position in post projective space |
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23 | float4 shadowCoord : TEXCOORD0; // vertex position in shadow map coordinates |
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24 | float diffuse : TEXCOORD1; // diffuse shading value |
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25 | }; |
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26 | |
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27 | Vertex main(VertexIn In, |
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28 | uniform float4x4 uModelViewProjection, // model-view-projection matrix |
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29 | uniform float4 uLightPosition, // light position in object space |
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30 | uniform float4x4 uModel, // model matrix |
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31 | uniform float4x4 uTextureViewProjection // shadow map's view projection matrix |
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32 | ) |
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33 | { |
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34 | Vertex Out; |
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35 | |
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36 | // compute diffuse shading |
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37 | float3 lightDirection = normalize(uLightPosition.xyz - In.position.xyz); |
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38 | Out.diffuse = dot(In.normal.xyz, lightDirection); |
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39 | |
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40 | // compute shadow map lookup coordinates |
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41 | Out.shadowCoord = mul(uTextureViewProjection, mul(uModel, In.position)); |
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42 | |
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43 | // compute vertex's homogenous screen-space coordinates |
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44 | Out.position = mul(uModelViewProjection, In.position); |
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45 | |
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46 | return Out; |
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47 | } |
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48 | ///////////////////////////////////////////////////////////////////////////////// |
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49 | // |
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50 | // shadowreceivervp.cg |
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51 | // |
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52 | // Hamilton Chong |
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53 | // (c) 2006 |
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54 | // |
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55 | // This is an example vertex shader for shadow receiver objects. |
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56 | // |
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57 | ///////////////////////////////////////////////////////////////////////////////// |
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58 | |
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59 | // Define inputs from application. |
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60 | struct VertexIn |
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61 | { |
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62 | float4 position : POSITION; // vertex position in object space |
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63 | float4 normal : NORMAL; // vertex normal in object space |
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64 | }; |
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65 | |
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66 | // Define outputs from vertex shader. |
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67 | struct Vertex |
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68 | { |
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69 | float4 position : POSITION; // vertex position in post projective space |
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70 | float4 shadowCoord : TEXCOORD0; // vertex position in shadow map coordinates |
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71 | float diffuse : TEXCOORD1; // diffuse shading value |
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72 | }; |
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73 | |
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74 | Vertex main(VertexIn In, |
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75 | uniform float4x4 uModelViewProjection, // model-view-projection matrix |
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76 | uniform float4 uLightPosition, // light position in object space |
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77 | uniform float4x4 uModel, // model matrix |
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78 | uniform float4x4 uTextureViewProjection // shadow map's view projection matrix |
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79 | ) |
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80 | { |
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81 | Vertex Out; |
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82 | |
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83 | // compute diffuse shading |
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84 | float3 lightDirection = normalize(uLightPosition.xyz - In.position.xyz); |
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85 | Out.diffuse = dot(In.normal.xyz, lightDirection); |
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86 | |
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87 | // compute shadow map lookup coordinates |
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88 | Out.shadowCoord = mul(uTextureViewProjection, mul(uModel, In.position)); |
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89 | |
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90 | // compute vertex's homogenous screen-space coordinates |
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91 | Out.position = mul(uModelViewProjection, In.position); |
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92 | |
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93 | return Out; |
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94 | } |
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