[1] | 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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