void instancing_vp(uniform float3x4 worldMatrix3x4Array[80], float4 position : POSITION, float3 normal : NORMAL, float2 uv : TEXCOORD0, float index : TEXCOORD1, uniform float4x4 viewProjectionMatrix, uniform float4 lightPos, uniform float4 ambient, uniform float4 lightDiffuseColour, out float4 oPosition : POSITION, out float2 oUv : TEXCOORD0, out float4 Color : COLOR ) { // transform by indexed matrix float4 transformedPos = float4(mul(worldMatrix3x4Array[index], position).xyz, 1.0); // view / projection oPosition = mul(viewProjectionMatrix, transformedPos); oUv = uv; float3 norm = mul((float3x3)worldMatrix3x4Array[index], normal); float3 lightDir = normalize( lightPos.xyz - (transformedPos.xyz * lightPos.w)); Color = ambient + saturate(dot(lightDir, norm)) * lightDiffuseColour; } /* Instancing shadow-caster pass */ void instancingCaster_vp( float4 position : POSITION, float3 normal : NORMAL, float index : TEXCOORD1, out float4 oPosition : POSITION, out float4 colour : COLOR, // Support up to 80 bones of float3x4 uniform float3x4 worldMatrix3x4Array[80], uniform float4x4 viewProjectionMatrix, uniform float4 ambient) { // transform by indexed matrix float4 transformedPos = float4(mul(worldMatrix3x4Array[index], position).xyz, 1.0); // view / projection oPosition = mul(viewProjectionMatrix, transformedPos); colour = ambient; } void crowd_vp( float4 position : POSITION, float3 normal : NORMAL, float2 uv : TEXCOORD0, float4 blendIdx : BLENDINDICES, float4 blendWgt : BLENDWEIGHT, float index : TEXCOORD1, out float4 oPosition : POSITION, out float2 oUv : TEXCOORD0, out float4 colour : COLOR, // Support up to 20 bones of float3x4 // vs_2_0 only supports 256 params so more than this is not feasible uniform float4x4 viewProjectionMatrix, uniform float numBones, uniform float3x4 worldMatrix3x4Array[80], uniform float4 lightDiffuseColour, uniform float4 ambient, uniform float4 lightPos) { // transform by indexed matrix float4 blendPos = float4(0,0,0,0); int i; for (i = 0; i < 4; ++i) { blendPos += float4(mul(worldMatrix3x4Array[index*numBones+blendIdx[i]], position).xyz, 1.0) * blendWgt[i]; } // view / projection oPosition = mul(viewProjectionMatrix, blendPos); oUv = uv; float3 norm = float3(0,0,0); for (i = 0; i < 4; ++i) { norm += mul((float3x3)worldMatrix3x4Array[index*numBones+blendIdx[i]], normal)* blendWgt[i]; } float3 lightDir = normalize( lightPos.xyz - (blendPos.xyz * lightPos.w)); colour = ambient + saturate(dot(lightDir, norm)) * lightDiffuseColour; } /* Single-weight-per-vertex hardware skinning, shadow-caster pass */ void crowdCaster_vp( float4 position : POSITION, float3 normal : NORMAL, float blendIdx : BLENDINDICES, float index : TEXCOORD1, out float4 oPosition : POSITION, out float4 colour : COLOR, // Support up to 24 bones of float3x4 // vs_1_1 only supports 96 params so more than this is not feasible uniform float3x4 worldMatrix3x4Array[80], uniform float4x4 viewProjectionMatrix, uniform float numBones, uniform float4 ambient) { // transform by indexed matrix float4 blendPos = float4(mul(worldMatrix3x4Array[index*numBones+blendIdx], position).xyz, 1.0); // view / projection oPosition = mul(viewProjectionMatrix, blendPos); colour = ambient; }