forked from aya/aya
51 lines
1.0 KiB
HLSL
51 lines
1.0 KiB
HLSL
#include "common.h"
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struct Appdata
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{
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float4 Position : POSITION;
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ATTR_INT4 Extra : COLOR1;
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};
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struct VertexOutput
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{
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float4 HPosition: POSITION;
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float3 PosLightSpace: TEXCOORD0;
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};
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#ifdef PIN_SKINNED
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WORLD_MATRIX_ARRAY(WorldMatrixArray, MAX_BONE_COUNT * 3);
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#endif
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VertexOutput ShadowVS(Appdata IN)
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{
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VertexOutput OUT = (VertexOutput)0;
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// Transform position to world space
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#ifdef PIN_SKINNED
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int boneIndex = IN.Extra.r;
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float4 worldRow0 = WorldMatrixArray[boneIndex * 3 + 0];
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float4 worldRow1 = WorldMatrixArray[boneIndex * 3 + 1];
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float4 worldRow2 = WorldMatrixArray[boneIndex * 3 + 2];
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float3 posWorld = float3(dot(worldRow0, IN.Position), dot(worldRow1, IN.Position), dot(worldRow2, IN.Position));
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#else
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float3 posWorld = IN.Position.xyz;
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#endif
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OUT.HPosition = mul(G(ViewProjection), float4(posWorld, 1));
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OUT.PosLightSpace = shadowPrepareSample(posWorld);
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return OUT;
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}
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float4 ShadowPS(VertexOutput IN): COLOR0
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{
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float depth = shadowDepth(IN.PosLightSpace);
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return float4(depth, 1, 0, 0);
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}
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