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 | float4 m03 : TEXCOORD1; //m03.w is always 0 |
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19 | |
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20 | float2 mOffset : TEXCOORD2; |
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21 | |
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22 | #ifdef BONE_MATRIX_LUT |
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23 | float4 worldMatrix0 : TEXCOORD3; |
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24 | float4 worldMatrix1 : TEXCOORD4; |
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25 | float4 worldMatrix2 : TEXCOORD5; |
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26 | #endif |
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27 | }; |
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28 | |
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29 | #include "InstancingVertexInterpolators.cg" |
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30 | #ifdef ST_DUAL_QUATERNION |
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31 | #include "DualQuaternionSkinning_Shadow.cg" |
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32 | #endif |
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33 | |
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34 | //--------------------------------------------- |
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35 | //Main Vertex Shader |
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36 | //--------------------------------------------- |
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37 | VS_OUTPUT main_vs( in VS_INPUT input, |
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38 | uniform float4x4 viewProjMatrix, |
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39 | |
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40 | #ifdef DEPTH_SHADOWCASTER |
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41 | uniform sampler2D matrixTexture : register(s0) |
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42 | #else |
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43 | uniform sampler2D matrixTexture : register(s2) |
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44 | #endif |
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45 | |
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46 | #if defined( DEPTH_SHADOWCASTER ) || defined( DEPTH_SHADOWRECEIVER ) |
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47 | , uniform float4 depthRange |
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48 | #endif |
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49 | #ifdef DEPTH_SHADOWRECEIVER |
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50 | , uniform float4x4 texViewProjMatrix |
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51 | #endif |
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52 | ) |
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53 | { |
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54 | VS_OUTPUT output; |
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55 | float4 worldPos; |
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56 | float3 worldNorm; |
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57 | |
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58 | |
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59 | #ifdef ST_DUAL_QUATERNION |
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60 | float2x4 blendDQ; |
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61 | blendDQ[0] = tex2D( matrixTexture, float2(input.m03.x, 0.0) + input.mOffset ); |
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62 | blendDQ[1] = tex2D( matrixTexture, float2(input.m03.y, 0.0) + input.mOffset ); |
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63 | #ifdef BONE_TWO_WEIGHTS |
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64 | float2x4 blendDQ2; |
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65 | //Use the empty parts of m03, z and w, for the second dual quaternion |
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66 | blendDQ2[0] = tex2D( matrixTexture, float2(input.m03.z, 0.0) + input.mOffset ); |
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67 | blendDQ2[1] = tex2D( matrixTexture, float2(input.m03.w, 0.0) + input.mOffset ); |
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68 | |
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69 | //Accurate antipodality handling. For speed increase, remove the following line |
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70 | if (dot(blendDQ[0], blendDQ2[0]) < 0.0) blendDQ2 *= -1.0; |
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71 | |
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72 | //Blend the dual quaternions based on the weights |
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73 | blendDQ *= input.weights.x; |
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74 | blendDQ += input.weights.y*blendDQ2; |
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75 | //Normalize the resultant dual quaternion |
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76 | blendDQ /= length(blendDQ[0]); |
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77 | #endif |
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78 | worldPos = float4(calculateBlendPosition(input.Position, blendDQ), 1.0); |
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79 | worldNorm = calculateBlendNormal(input.Normal, blendDQ); |
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80 | #else |
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81 | float3x4 worldMatrix; |
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82 | worldMatrix[0] = tex2D( matrixTexture, input.m03.xw + input.mOffset ); |
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83 | worldMatrix[1] = tex2D( matrixTexture, input.m03.yw + input.mOffset ); |
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84 | worldMatrix[2] = tex2D( matrixTexture, input.m03.zw + input.mOffset ); |
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85 | |
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86 | worldPos = float4( mul( worldMatrix, input.Position ).xyz, 1.0f ); |
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87 | worldNorm= mul( (float3x3)(worldMatrix), input.Normal ); |
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88 | #endif |
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89 | |
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90 | #ifdef BONE_MATRIX_LUT |
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91 | float3x4 worldCompMatrix; |
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92 | worldCompMatrix[0] = input.worldMatrix0; |
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93 | worldCompMatrix[1] = input.worldMatrix1; |
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94 | worldCompMatrix[2] = input.worldMatrix2; |
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95 | |
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96 | worldPos = float4( mul( worldCompMatrix, worldPos ).xyz, 1.0f ); |
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97 | worldNorm = mul( (float3x3)(worldCompMatrix), worldNorm ); |
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98 | |
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99 | #endif |
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100 | |
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101 | |
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102 | //Transform the position |
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103 | output.Position = mul( viewProjMatrix, worldPos ); |
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104 | |
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105 | #ifdef DEPTH_SHADOWCASTER |
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106 | output.ps.unused = float3( 0 ); |
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107 | output.ps.depth = (output.Position.z - depthRange.x + SHADOW_BIAS) * depthRange.w; |
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108 | #else |
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109 | output.ps.uv0 = input.uv0; |
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110 | |
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111 | //Pass Normal and position for Blinn Phong lighting |
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112 | output.ps.Normal = normalize(worldNorm); |
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113 | output.ps.vPos = worldPos.xyz; |
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114 | |
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115 | #ifdef DEPTH_SHADOWRECEIVER |
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116 | // Calculate the position of vertex in light space to do shadows |
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117 | output.ps.lightSpacePos = mul( texViewProjMatrix, worldPos ); |
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118 | // make linear |
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119 | output.ps.lightSpacePos.z = (output.ps.lightSpacePos.z - depthRange.x) * depthRange.w; |
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120 | #endif |
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121 | #endif |
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122 | |
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123 | return output; |
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124 | } |
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