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