1 | /****************************************************************************** |
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2 | Copyright (c) W.J. van der Laan |
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3 | |
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4 | Permission is hereby granted, free of charge, to any person obtaining a copy of |
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5 | this software and associated documentation files (the "Software"), to deal in |
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6 | the Software without restriction, including without limitation the rights to use, |
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7 | copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the |
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8 | Software, and to permit persons to whom the Software is furnished to do so, subject |
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9 | to the following conditions: |
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10 | |
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11 | The above copyright notice and this permission notice shall be included in all copies |
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12 | or substantial portions of the Software. |
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13 | |
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14 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, |
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15 | INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A |
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16 | PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT |
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17 | HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION |
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18 | OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE |
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19 | SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
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20 | ******************************************************************************/ |
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21 | /** Deferred shading framework |
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22 | // W.J. :wumpus: van der Laan 2005 // |
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23 | |
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24 | Post shader: Multipass, ambient (base) pass |
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25 | */ |
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26 | sampler Tex0: register(s0); |
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27 | sampler Tex1: register(s1); |
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28 | |
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29 | // Ambient and depth pass |
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30 | float4 ambientColor; |
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31 | |
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32 | float4x4 proj; |
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33 | |
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34 | struct POUTPUT |
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35 | { |
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36 | float4 colour: COLOR; |
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37 | float depth: DEPTH; |
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38 | }; |
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39 | |
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40 | POUTPUT main(float2 texCoord: TEXCOORD0, float3 projCoord: TEXCOORD1) |
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41 | { |
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42 | float4 a0 = tex2D(Tex0, texCoord); // Attribute 0: Diffuse color+shininess |
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43 | float4 a1 = tex2D(Tex1, texCoord); // Attribute 1: Normal+depth |
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44 | |
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45 | // Clip fragment if depth is too close, so the skybox can be rendered on the background |
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46 | clip(a1.w-0.001); |
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47 | |
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48 | // Attributes |
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49 | POUTPUT o; |
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50 | float3 colour = a0.rgb; |
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51 | o.colour = float4( ambientColor*colour ,0); |
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52 | o.depth = projCoord.z*proj[2][2] + proj[2][3]/a1.w; |
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53 | return o; |
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54 | } |
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55 | |
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