62 lines
1.5 KiB
HLSL
62 lines
1.5 KiB
HLSL
#include "Uniforms.hlsl"
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#include "Samplers.hlsl"
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#include "Transform.hlsl"
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void VS(float4 iPos : POSITION,
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#ifndef NOUV
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float2 iTexCoord : TEXCOORD0,
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#endif
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#ifdef SKINNED
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float4 iBlendWeights : BLENDWEIGHT,
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int4 iBlendIndices : BLENDINDICES,
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#endif
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#ifdef INSTANCED
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float4x3 iModelInstance : TEXCOORD4,
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#endif
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#if defined(BILLBOARD) || defined(DIRBILLBOARD)
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float2 iSize : TEXCOORD1,
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#endif
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#ifdef VSM_SHADOW
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out float4 oTexCoord : TEXCOORD0,
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#else
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out float2 oTexCoord : TEXCOORD0,
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#endif
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out float4 oPos : OUTPOSITION)
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{
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// Define a 0,0 UV coord if not expected from the vertex data
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#ifdef NOUV
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float2 iTexCoord = float2(0.0, 0.0);
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#endif
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float4x3 modelMatrix = iModelMatrix;
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float3 worldPos = GetWorldPos(modelMatrix);
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oPos = GetClipPos(worldPos);
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#ifdef VSM_SHADOW
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oTexCoord = float4(GetTexCoord(iTexCoord), oPos.z, oPos.w);
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#else
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oTexCoord = GetTexCoord(iTexCoord);
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#endif
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}
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void PS(
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#ifdef VSM_SHADOW
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float4 iTexCoord : TEXCOORD0,
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#else
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float2 iTexCoord : TEXCOORD0,
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#endif
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out float4 oColor : OUTCOLOR0)
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{
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#ifdef ALPHAMASK
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float alpha = Sample2D(DiffMap, iTexCoord.xy).a;
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if (alpha < 0.5)
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discard;
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#endif
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#ifdef VSM_SHADOW
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float depth = iTexCoord.z / iTexCoord.w;
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oColor = float4(depth, depth * depth, 1.0, 1.0);
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#else
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oColor = 1.0;
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#endif
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}
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