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source: data/data_extern/programs/Cg/ShaderInstancing.cg

Last change on this file was 12115, checked in by wiesep, 6 years ago

Changed folder structure, deletet some unused files and cleaned up code

File size: 3.2 KB
Line 
1//---------------------------------------------------------------------------
2//These materials/shaders are part of the NEW InstanceManager implementation
3//Written by Matias N. Goldberg ("dark_sylinc")
4//---------------------------------------------------------------------------
5
6//---------------------------------------------
7//Vertex Shader Input
8//---------------------------------------------
9struct VS_INPUT
10{
11        float4 Position :       POSITION;
12        float3 Normal   :       NORMAL;
13        float3 Tangent  :       TANGENT;
14        float2 uv0      :       TEXCOORD0;
15
16        float4 BlendIdx :       BLENDINDICES;
17        float4 BlendWgt :       BLENDWEIGHT;
18};
19
20#include "InstancingVertexInterpolators.cg"
21#ifdef ST_DUAL_QUATERNION
22#include "DualQuaternionSkinning_Shadow.cg"
23#endif
24
25//---------------------------------------------
26//Main Vertex Shader
27//---------------------------------------------
28VS_OUTPUT main_vs( in VS_INPUT input,
29                                   uniform float4x4 viewProjMatrix,
30#ifdef ST_DUAL_QUATERNION
31                                   uniform float2x4 worldDualQuaternion2x4Array[120]
32#else
33                                   uniform float3x4 worldMatrix3x4Array[80]
34#endif
35#if defined( DEPTH_SHADOWCASTER ) || defined( DEPTH_SHADOWRECEIVER )
36                                ,  uniform float4 depthRange
37#endif
38#ifdef DEPTH_SHADOWRECEIVER
39                                ,  uniform float4x4 texViewProjMatrix
40#endif
41                                   )
42{
43        VS_OUTPUT output;
44
45        float4 worldPos  = 0;
46        float3 worldNorm = 0;
47
48        int idx = int(input.BlendIdx[0]);
49#ifdef ST_DUAL_QUATERNION
50        //Only dealing with one weight so normalization of the dual quaternion and weighting are unnecessary
51        float2x4 blendDQ = worldDualQuaternion2x4Array[idx];
52#ifdef BONE_TWO_WEIGHTS
53        float2x4 blendDQ2 = worldDualQuaternion2x4Array[int(input.BlendIdx[1])];
54       
55        //Accurate antipodality handling. For speed increase, remove the following line
56        if (dot(blendDQ[0], blendDQ2[0]) < 0.0) blendDQ2 *= -1.0;
57       
58        //Blend the dual quaternions based on the weights
59        blendDQ *= input.BlendWgt.x;
60        blendDQ += input.BlendWgt.y*blendDQ2;
61        //Normalize the resultant dual quaternion
62        blendDQ /= length(blendDQ[0]);
63#endif
64        worldPos = float4(calculateBlendPosition(input.Position, blendDQ), 1.0);
65        worldNorm = calculateBlendNormal(input.Normal, blendDQ);
66#else
67        worldPos  = float4( mul( worldMatrix3x4Array[idx], input.Position ).xyz, 1.0f );
68        worldNorm = mul( (float3x3)(worldMatrix3x4Array[idx]), input.Normal );
69#endif
70
71        /*int i;
72        for( i=0; i<4; i++ )
73        {
74                int idx = int(input.BlendIdx[0]);
75                worldPos += float4( mul( worldMatrix3x4Array[idx], input.Position ).xyz, 1.0f ) * input.BlendWgt[i];
76                worldNorm += mul( (float3x3)(worldMatrix3x4Array[idx]), input.Normal ) * input.BlendWgt[i];
77        }*/
78
79        //Transform the position
80        output.Position         = mul( viewProjMatrix, worldPos );
81       
82#ifdef DEPTH_SHADOWCASTER
83        output.ps.unused        = float3( 0 );
84        output.ps.depth         = (output.Position.z - depthRange.x + SHADOW_BIAS) * depthRange.w;
85#else
86        output.ps.uv0           = input.uv0;
87       
88        //Pass Normal and position for Blinn Phong lighting
89        output.ps.Normal        = normalize(worldNorm);
90        output.ps.vPos          = worldPos.xyz;
91
92        #ifdef DEPTH_SHADOWRECEIVER
93                // Calculate the position of vertex in light space to do shadows
94                output.ps.lightSpacePos = mul( texViewProjMatrix, worldPos );
95                // make linear
96                output.ps.lightSpacePos.z = (output.ps.lightSpacePos.z - depthRange.x) * depthRange.w;
97        #endif
98#endif
99
100        return output;
101}
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