/* Basic ambient lighting vertex program */ void ambientOneTexture_vp(float4 position : POSITION, float2 uv : TEXCOORD0, out float4 oPosition : POSITION, out float2 oUv : TEXCOORD0, out float4 colour : COLOR, uniform float4x4 worldViewProj, uniform float4 ambient) { oPosition = mul(worldViewProj, position); oUv = uv; colour = ambient; } /* Single-weight-per-vertex hardware skinning, 2 lights The trouble with vertex programs is they're not general purpose, but fixed function hardware skinning is very poorly supported */ void hardwareSkinningOneWeight_vp( float4 position : POSITION, float3 normal : NORMAL, float2 uv : TEXCOORD0, float blendIdx : BLENDINDICES, out float4 oPosition : POSITION, out float2 oUv : TEXCOORD0, 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[24], uniform float4x4 viewProjectionMatrix, uniform float4 lightPos[2], uniform float4 lightDiffuseColour[2], uniform float4 ambient) { // transform by indexed matrix float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0); // view / projection oPosition = mul(viewProjectionMatrix, blendPos); // transform normal float3 norm = mul((float3x3)worldMatrix3x4Array[blendIdx], normal); // Lighting - support point and directional float3 lightDir0 = normalize( lightPos[0].xyz - (blendPos.xyz * lightPos[0].w)); float3 lightDir1 = normalize( lightPos[1].xyz - (blendPos.xyz * lightPos[1].w)); oUv = uv; colour = ambient + (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + (saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]); } /* Single-weight-per-vertex hardware skinning, shadow-caster pass */ void hardwareSkinningOneWeightCaster_vp( float4 position : POSITION, float3 normal : NORMAL, float blendIdx : BLENDINDICES, 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[24], uniform float4x4 viewProjectionMatrix, uniform float4 ambient) { // transform by indexed matrix float4 blendPos = float4(mul(worldMatrix3x4Array[blendIdx], position).xyz, 1.0); // view / projection oPosition = mul(viewProjectionMatrix, blendPos); colour = ambient; } /* Two-weight-per-vertex hardware skinning, 2 lights The trouble with vertex programs is they're not general purpose, but fixed function hardware skinning is very poorly supported */ void hardwareSkinningTwoWeights_vp( float4 position : POSITION, float3 normal : NORMAL, float2 uv : TEXCOORD0, float4 blendIdx : BLENDINDICES, float4 blendWgt : BLENDWEIGHT, out float4 oPosition : POSITION, out float2 oUv : TEXCOORD0, 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[24], uniform float4x4 viewProjectionMatrix, uniform float4 lightPos[2], uniform float4 lightDiffuseColour[2], uniform float4 ambient) { // transform by indexed matrix float4 blendPos = float4(0,0,0,0); int i; for (i = 0; i < 2; ++i) { blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i]; } // view / projection oPosition = mul(viewProjectionMatrix, blendPos); // transform normal float3 norm = float3(0,0,0); for (i = 0; i < 2; ++i) { norm += mul((float3x3)worldMatrix3x4Array[blendIdx[i]], normal) * blendWgt[i]; } norm = normalize(norm); // Lighting - support point and directional float3 lightDir0 = normalize( lightPos[0].xyz - (blendPos.xyz * lightPos[0].w)); float3 lightDir1 = normalize( lightPos[1].xyz - (blendPos.xyz * lightPos[1].w)); oUv = uv; colour = ambient + (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + (saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]); } /* Two-weight-per-vertex hardware skinning, shadow caster pass */ void hardwareSkinningTwoWeightsCaster_vp( float4 position : POSITION, float3 normal : NORMAL, float2 uv : TEXCOORD0, float4 blendIdx : BLENDINDICES, float4 blendWgt : BLENDWEIGHT, 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[24], uniform float4x4 viewProjectionMatrix, uniform float4 ambient) { // transform by indexed matrix float4 blendPos = float4(0,0,0,0); int i; for (i = 0; i < 2; ++i) { blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i]; } // view / projection oPosition = mul(viewProjectionMatrix, blendPos); colour = ambient; } /* Four-weight-per-vertex hardware skinning, 2 lights The trouble with vertex programs is they're not general purpose, but fixed function hardware skinning is very poorly supported */ void hardwareSkinningFourWeights_vp( float4 position : POSITION, float3 normal : NORMAL, float2 uv : TEXCOORD0, float4 blendIdx : BLENDINDICES, float4 blendWgt : BLENDWEIGHT, out float4 oPosition : POSITION, out float2 oUv : TEXCOORD0, 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[24], uniform float4x4 viewProjectionMatrix, uniform float4 lightPos[2], uniform float4 lightDiffuseColour[2], uniform float4 ambient) { // transform by indexed matrix float4 blendPos = float4(0,0,0,0); int i; for (i = 0; i < 4; ++i) { blendPos += float4(mul(worldMatrix3x4Array[blendIdx[i]], position).xyz, 1.0) * blendWgt[i]; } // view / projection oPosition = mul(viewProjectionMatrix, blendPos); // transform normal float3 norm = float3(0,0,0); for (i = 0; i < 4; ++i) { norm += mul((float3x3)worldMatrix3x4Array[blendIdx[i]], normal) * blendWgt[i]; } norm = normalize(norm); // Lighting - support point and directional float3 lightDir0 = normalize( lightPos[0].xyz - (blendPos.xyz * lightPos[0].w)); float3 lightDir1 = normalize( lightPos[1].xyz - (blendPos.xyz * lightPos[1].w)); oUv = uv; colour = ambient + (saturate(dot(lightDir0, norm)) * lightDiffuseColour[0]) + (saturate(dot(lightDir1, norm)) * lightDiffuseColour[1]); } void hardwareMorphAnimation(float3 pos1 : POSITION, float4 normal : NORMAL, float2 uv : TEXCOORD0, float3 pos2 : TEXCOORD1, out float4 oPosition : POSITION, out float2 oUv : TEXCOORD0, out float4 colour : COLOR, uniform float4x4 worldViewProj, uniform float4 anim_t) { // interpolate float4 interp = float4(pos1 + anim_t.x*(pos2 - pos1), 1.0f); oPosition = mul(worldViewProj, interp); oUv = uv; colour = float4(1,0,0,1); } void hardwarePoseAnimation(float3 pos : POSITION, float4 normal : NORMAL, float2 uv : TEXCOORD0, float3 pose1 : TEXCOORD1, float3 pose2 : TEXCOORD2, out float4 oPosition : POSITION, out float2 oUv : TEXCOORD0, out float4 colour : COLOR, uniform float4x4 worldViewProj, uniform float4 anim_t) { // interpolate float4 interp = float4(pos + anim_t.x*pose1 + anim_t.y*pose2, 1.0f); oPosition = mul(worldViewProj, interp); oUv = uv; colour = float4(1,0,0,1); }