| 1 | /* Copyright Torus Knot Software Ltd 2000-2013 | 
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| 2 |  | 
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| 3 | Permission is hereby granted, free of charge, to any person obtaining a copy | 
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| 4 | of this software and associated documentation files (the "Software"), to deal | 
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| 5 | in the Software without restriction, including without limitation the rights | 
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| 6 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | 
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| 7 | copies of the Software, and to permit persons to whom the Software is | 
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| 8 | furnished to do so, subject to the following conditions: | 
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| 9 |  | 
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| 10 | The above copyright notice and this permission notice shall be included in | 
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| 11 | all copies or substantial portions of the Software. | 
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| 12 |  | 
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| 13 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | 
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| 14 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | 
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| 15 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | 
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| 16 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | 
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| 17 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | 
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| 18 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | 
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| 19 | THE SOFTWARE. | 
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| 20 | */ | 
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| 21 | #include "shadows.cg" | 
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| 22 |  | 
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| 23 | #define BIAS 0 | 
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| 24 |  | 
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| 25 | struct VS_OUT | 
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| 26 | { | 
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| 27 |     float4  pos                   : POSITION;    | 
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| 28 |     float3  diffuseUV     : TEXCOORD0;  // xy = UV, z = fog/depth | 
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| 29 | #if !SHADOWCASTER | 
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| 30 |         float3  col                       : COLOR; | 
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| 31 | #endif | 
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| 32 | #if DEPTH_SHADOWCASTER | 
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| 33 |         float   depth             : TEXCOORD1; | 
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| 34 | #endif | 
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| 35 | #if DEPTH_SHADOWRECEIVER | 
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| 36 |         float4 lightSpacePos0   : TEXCOORD2; | 
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| 37 |         float4 lightSpacePos1   : TEXCOORD3; | 
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| 38 |         float4 lightSpacePos2   : TEXCOORD4; | 
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| 39 | #endif | 
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| 40 | }; | 
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| 41 |  | 
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| 42 | VS_OUT main_vp( | 
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| 43 |         float4   pos    : POSITION,      | 
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| 44 |     float3   normal     : NORMAL,     | 
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| 45 |     float4   uv0        : TEXCOORD0, | 
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| 46 |  | 
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| 47 |         uniform float4x4 worldViewProj, | 
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| 48 |         uniform float4 lightPosition, | 
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| 49 |         uniform float3 lightDiffuse | 
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| 50 | #if FOG | 
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| 51 |         , uniform float2 fogParams              // x = fog start, y = fog distance | 
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| 52 | #endif | 
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| 53 | #if DEPTH_SHADOWCASTER | 
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| 54 |         , uniform float4 depthRange // x = min, y = max, z = range, w = 1/range | 
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| 55 | #elif DEPTH_SHADOWRECEIVER | 
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| 56 |         , uniform float4 depthRange0 // x = min, y = max, z = range, w = 1/range | 
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| 57 |         , uniform float4 depthRange1 // x = min, y = max, z = range, w = 1/range | 
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| 58 |         , uniform float4 depthRange2 // x = min, y = max, z = range, w = 1/range | 
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| 59 | #endif | 
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| 60 | #if DEPTH_SHADOWRECEIVER | 
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| 61 |         , uniform float4x4 texWorldViewProjMatrix0 | 
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| 62 |         , uniform float4x4 texWorldViewProjMatrix1 | 
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| 63 |         , uniform float4x4 texWorldViewProjMatrix2 | 
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| 64 | #endif | 
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| 65 |  | 
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| 66 |         ) | 
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| 67 | { | 
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| 68 |     VS_OUT outp; | 
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| 69 |  | 
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| 70 |     // project position to the screen | 
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| 71 |     outp.pos = mul(worldViewProj, pos); | 
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| 72 |  | 
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| 73 | #if !SHADOWCASTER | 
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| 74 |         // Get object space light direction | 
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| 75 |         float3 lightDir = normalize(lightPosition.xyz - (pos.xyz * lightPosition.w).xyz); | 
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| 76 |         outp.col = lightDiffuse.xyz * max(dot(lightDir, normal.xyz), 0.0); | 
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| 77 | #  if FOG | 
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| 78 |     outp.diffuseUV.z = linearFog(outp.pos.z, fogParams.x, fogParams.y); | 
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| 79 | #  endif | 
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| 80 |  | 
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| 81 | #endif | 
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| 82 |  | 
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| 83 |     // pass through other texcoords exactly as they were received | 
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| 84 |     outp.diffuseUV.xy = uv0.xy; | 
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| 85 |      | 
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| 86 |  | 
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| 87 | #if DEPTH_SHADOWCASTER | 
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| 88 |         outp.depth = (BIAS + outp.pos.z - depthRange.x) * depthRange.w; | 
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| 89 | #endif | 
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| 90 |  | 
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| 91 | #if DEPTH_SHADOWRECEIVER | 
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| 92 |         // Calculate the position of vertex in light space | 
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| 93 |         outp.lightSpacePos0 = mul(texWorldViewProjMatrix0, pos); | 
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| 94 |         outp.lightSpacePos1 = mul(texWorldViewProjMatrix1, pos); | 
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| 95 |         outp.lightSpacePos2 = mul(texWorldViewProjMatrix2, pos); | 
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| 96 |  | 
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| 97 |         // make linear | 
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| 98 |         outp.lightSpacePos0.z = (outp.lightSpacePos0.z - depthRange0.x) * depthRange0.w; | 
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| 99 |         outp.lightSpacePos1.z = (outp.lightSpacePos1.z - depthRange1.x) * depthRange1.w; | 
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| 100 |         outp.lightSpacePos2.z = (outp.lightSpacePos2.z - depthRange2.x) * depthRange2.w; | 
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| 101 |  | 
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| 102 |         // pass cam depth | 
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| 103 |         outp.diffuseUV.z = outp.pos.z; | 
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| 104 |  | 
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| 105 | #endif | 
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| 106 |  | 
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| 107 |     return outp; | 
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| 108 | } | 
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| 109 |  | 
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| 110 |  | 
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| 111 | float4 main_fp( | 
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| 112 |         VS_OUT In, | 
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| 113 |  | 
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| 114 |         uniform sampler2D diffuseMap    : register(s0), | 
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| 115 | #if DEPTH_SHADOWRECEIVER | 
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| 116 |         uniform sampler2D shadowMap0 : register(s1), | 
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| 117 |         uniform sampler2D shadowMap1 : register(s2), | 
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| 118 |         uniform sampler2D shadowMap2 : register(s3), | 
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| 119 | #endif | 
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| 120 |  | 
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| 121 |         uniform float3 materialAmbient | 
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| 122 |          | 
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| 123 | #if SHADOWCASTER | 
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| 124 |         , uniform float3 shadowColour | 
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| 125 | #endif | 
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| 126 | #if FOG | 
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| 127 |         , uniform float3 fogColour | 
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| 128 | #endif | 
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| 129 | #if DEPTH_SHADOWRECEIVER | 
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| 130 |         , uniform float inverseShadowmapSize0 | 
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| 131 |         , uniform float inverseShadowmapSize1 | 
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| 132 |         , uniform float inverseShadowmapSize2 | 
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| 133 |         , uniform float4 pssmSplitPoints | 
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| 134 | #endif | 
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| 135 |  | 
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| 136 |         ) : COLOR | 
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| 137 | { | 
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| 138 |  | 
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| 139 |     // look up the diffuse map layer | 
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| 140 |     float4 texDiffuse = tex2D(diffuseMap, In.diffuseUV.xy); | 
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| 141 |      | 
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| 142 | #if SHADOWCASTER | 
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| 143 | #  if DEPTH_SHADOWCASTER | 
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| 144 |         // early-out with depth (we still include alpha for those cards that support it) | 
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| 145 |         return float4(In.depth.xxx, 1); | 
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| 146 | #  else | 
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| 147 |         return float4(shadowColour.xyz, texDiffuse.a); | 
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| 148 | #  endif | 
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| 149 |  | 
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| 150 | #else | 
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| 151 |     // compute the ambient contribution (pulled from the diffuse map) | 
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| 152 |     float3 vAmbient = texDiffuse.xyz * materialAmbient.xyz; | 
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| 153 |     float3 vColor3 = texDiffuse.rgb * In.col.rgb; | 
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| 154 |  | 
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| 155 | #  if DEPTH_SHADOWRECEIVER | 
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| 156 |         float camDepth = In.diffuseUV.z; | 
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| 157 |         float shadow = calcPSSMDepthShadow(shadowMap0, shadowMap1, shadowMap2,  | 
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| 158 |                 In.lightSpacePos0, In.lightSpacePos1, In.lightSpacePos2, | 
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| 159 |                 inverseShadowmapSize0, inverseShadowmapSize1, inverseShadowmapSize2, | 
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| 160 |                 pssmSplitPoints, camDepth); | 
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| 161 |         vColor3 *= shadow; | 
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| 162 |         /* | 
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| 163 |         vAmbient = float3(0,0,0); | 
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| 164 |         vColor3 = calcPSSMDebugShadow(shadowMap0, shadowMap1, shadowMap2,  | 
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| 165 |                 In.lightSpacePos0, In.lightSpacePos1, In.lightSpacePos2, | 
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| 166 |                 inverseShadowmapSize0, inverseShadowmapSize1, inverseShadowmapSize2, | 
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| 167 |                 pssmSplitPoints, camDepth); | 
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| 168 |         */ | 
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| 169 | #  endif     | 
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| 170 |  | 
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| 171 |         float4 vColor; | 
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| 172 |     vColor = float4(vColor3 + vAmbient, texDiffuse.a); | 
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| 173 |      | 
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| 174 | #  if FOG | 
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| 175 |     // if fog is active, interpolate between the unfogged color and the fog color | 
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| 176 |     // based on vertex shader fog value | 
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| 177 |     vColor.rgb = lerp(vColor.rgb, fogColour, In.diffuseUV.z).rgb; | 
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| 178 | #  endif | 
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| 179 |  | 
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| 180 |     return vColor; | 
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| 181 | #endif | 
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| 182 |  | 
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| 183 | } | 
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| 184 |  | 
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| 185 |  | 
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