Urho3D/bin/CoreData/Shaders/HLSL/Shadow.hlsl

62 lines
1.5 KiB
HLSL

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