/* Offset mapping including a shadow element and multiple lights in one pass */ void integratedshadows_vp(float4 position : POSITION, float3 normal : NORMAL, float2 uv : TEXCOORD0, float3 tangent : TANGENT0, // outputs out float4 oPosition : POSITION, out float2 oUv : TEXCOORD0, out float3 oLightDir : TEXCOORD1, // tangent space out float3 oEyeDir : TEXCOORD2, // tangent space out float3 oSpotDirection : TEXCOORD3, // tangent space out float3 oLightDir1 : TEXCOORD4, // tangent space out float3 oSpotDirection1 : TEXCOORD5, // tangent space out float4 oShadowUV1 : TEXCOORD6, out float4 oShadowUV2 : TEXCOORD7, // parameters uniform float4 lightPosition, // object space uniform float4 lightPosition1, // object space uniform float3 eyePosition, // object space uniform float3 spotDirection, // object space uniform float3 spotDirection1, // object space uniform float4x4 worldViewProj, uniform float4x4 worldMatrix, uniform float4x4 texViewProj1, uniform float4x4 texViewProj2) { // calculate output position oPosition = mul(worldViewProj, position); float4 worldPos = mul(worldMatrix, position); oShadowUV1 = mul(texViewProj1, worldPos); oShadowUV2 = mul(texViewProj2, worldPos); // pass the main uvs straight through unchanged oUv = uv; // calculate tangent space light vector // Get object space light direction float3 lightDir = normalize(lightPosition.xyz - (position * lightPosition.w)); float3 lightDir1 = normalize(lightPosition1.xyz - (position * lightPosition1.w)); float3 eyeDir = eyePosition - position.xyz; // Calculate the binormal (NB we assume both normal and tangent are // already normalised) // NB looks like nvidia cross params are BACKWARDS to what you'd expect // this equates to NxT, not TxN float3 binormal = cross(tangent, normal); // Form a rotation matrix out of the vectors float3x3 rotation = float3x3(tangent, binormal, normal); // Transform the light vector according to this matrix lightDir = normalize(mul(rotation, lightDir)); lightDir1 = normalize(mul(rotation, lightDir1)); eyeDir = normalize(mul(rotation, eyeDir)); oLightDir = lightDir; oLightDir1 = lightDir1; oEyeDir = eyeDir; oSpotDirection = normalize(mul(rotation, -spotDirection)); oSpotDirection1 = normalize(mul(rotation, -spotDirection1)); } // Expand a range-compressed vector float3 expand(float3 v) { return (v - 0.5) * 2; } void integratedshadows_fp( float2 uv : TEXCOORD0, float3 lightDir : TEXCOORD1, float3 eyeDir : TEXCOORD2, float3 spotDir : TEXCOORD3, float3 lightDir1 : TEXCOORD4, float3 spotDir1 : TEXCOORD5, float4 shadowUV1 : TEXCOORD6, float4 shadowUV2 : TEXCOORD7, uniform float3 lightDiffuse, uniform float4 scaleBias, uniform float4 spotParams, uniform float3 lightDiffuse1, uniform float4 spotParams1, uniform sampler2D normalHeightMap : register(s0), uniform sampler2D diffuseMap : register(s1), uniform sampler2D shadowMap1 : register(s2), uniform sampler2D shadowMap2 : register(s3), out float4 oColour : COLOR) { // get the height using the tex coords float height = tex2D(normalHeightMap, uv).a; // scale and bias factors float scale = scaleBias.x; float bias = scaleBias.y; // calculate displacement float displacement = (height * scale) + bias; float3 uv2 = float3(uv, 1); float3 scaledEyeDir = eyeDir * displacement; // calculate the new tex coord to use for normal and diffuse float2 newTexCoord = (scaledEyeDir + uv2).xy; // get the new normal and diffuse values float3 normal = expand(tex2D(normalHeightMap, newTexCoord).xyz); float3 diffuse = tex2D(diffuseMap, newTexCoord).xyz; float3 col1 = diffuse * saturate(dot(normal, lightDir)) * lightDiffuse; // factor in spotlight angle float rho = saturate(dot(spotDir, lightDir)); // factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff float spotFactor = pow( saturate(rho - spotParams.y) / (spotParams.x - spotParams.y), spotParams.z); col1 = col1 * spotFactor; float3 col2 = diffuse * saturate(dot(normal, lightDir1)) * lightDiffuse1; // factor in spotlight angle rho = saturate(dot(spotDir1, lightDir1)); // factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff spotFactor = pow( saturate(rho - spotParams1.y) / (spotParams1.x - spotParams1.y), spotParams1.z); col2 = col2 * spotFactor; // shadow textures col1 = col1 * tex2Dproj(shadowMap1, shadowUV1); col2 = col2 * tex2Dproj(shadowMap2, shadowUV2); oColour = float4(col1 + col2, 1); }