mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-25 04:32:33 -06:00
59 lines
2.1 KiB
Text
59 lines
2.1 KiB
Text
//Cg
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void vshader(float4 vtx_position : POSITION,
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float2 vtx_texcoord0 : TEXCOORD0,
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float3 vtx_normal : NORMAL,
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uniform float4x4 trans_model_to_clip_of_light,
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uniform float4x4 mat_modelproj,
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uniform float4 mspos_light,
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uniform float4 k_ambient,
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uniform float4 k_scale,
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uniform float k_push,
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out float4 l_position : POSITION,
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out float2 l_texcoord0 : TEXCOORD0,
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out float4 l_shadowcoord : TEXCOORD1,
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out float l_smooth : TEXCOORD2,
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out float4 l_lightclip : TEXCOORD3)
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{
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float4 position = vtx_position * k_scale;
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// vertex position
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l_position = mul(mat_modelproj, position);
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// Pass through texture coordinate for main texture.
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l_texcoord0 = vtx_texcoord0;
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// Calculate the surface lighting factor.
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l_smooth = saturate(dot(vtx_normal, normalize(mspos_light.xyz - position.xyz)));
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// Calculate light-space clip position.
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float4 pushed = position + float4(vtx_normal * k_push, 0);
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l_lightclip = mul(trans_model_to_clip_of_light, pushed);
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// Calculate shadow-map texture coordinates.
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l_shadowcoord = l_lightclip * float4(0.5, 0.5, 0.5, 1.0) +
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l_lightclip.w * float4(0.5, 0.5, 0.5, 0.0);
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}
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void fshader(in float2 l_texcoord0 : TEXCOORD0,
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in float4 l_shadowcoord : TEXCOORD1,
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in float l_smooth : TEXCOORD2,
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in float4 l_lightclip : TEXCOORD3,
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uniform sampler2D tex_0 : TEXUNIT0,
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uniform sampler2D k_Ldepthmap : TEXUNIT1,
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uniform float4 k_ambient,
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uniform float4 k_texDisable,
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out float4 o_color : COLOR)
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{
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float3 circleoffs = float3(l_lightclip.xy / l_lightclip.w, 0);
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float falloff = saturate(1.0 - dot(circleoffs, circleoffs));
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float4 baseColor = saturate(tex2D(tex_0, l_texcoord0) + k_texDisable);
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float4 proj = l_shadowcoord / l_shadowcoord.w;
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float mapval = f1tex2D(k_Ldepthmap, proj.xy);
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float shade = (mapval > proj.z);
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o_color = baseColor * (falloff * shade * l_smooth + k_ambient.x);
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}
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