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By: a guest on Mar 31st, 2011  |  syntax: None  |  size: 2.69 KB  |  views: 174  |  expires: Never
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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2008 dhpoware. All Rights Reserved.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a
  5. // copy of this software and associated documentation files (the "Software"),
  6. // to deal in the Software without restriction, including without limitation
  7. // the rights to use, copy, modify, merge, publish, distribute, sublicense,
  8. // and/or sell copies of the Software, and to permit persons to whom the
  9. // Software is furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  15. // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22.  
  23. //-----------------------------------------------------------------------------
  24. // Globals.
  25. //-----------------------------------------------------------------------------
  26.  
  27. float4x4 world;
  28. float4x4 lightViewProjection;
  29.  
  30. //-----------------------------------------------------------------------------
  31. // Vertex shaders.
  32. //-----------------------------------------------------------------------------
  33.  
  34. void VS_CreateShadowMap(in  float4 inPosition  : POSITION,
  35.                         out float4 outPosition : POSITION,
  36.                         out float2 outDepth    : TEXCOORD)
  37. {  
  38.     outPosition = mul(inPosition, mul(world, lightViewProjection));
  39.     outDepth = outPosition.zw;
  40. }
  41.  
  42. //-----------------------------------------------------------------------------
  43. // Pixel shaders.
  44. //-----------------------------------------------------------------------------
  45.  
  46. void PS_CreateShadowMap(in  float2 inDepth  : TEXCOORD,
  47.                         out float4 outColor : COLOR)
  48. {
  49.         float z = inDepth.x / inDepth.y;
  50.     outColor = float4(z, z*z, 0.0f, 1.0f);
  51. }
  52.  
  53. //-----------------------------------------------------------------------------
  54. // Techniques.
  55. //-----------------------------------------------------------------------------
  56.  
  57. technique CreateShadowMap
  58. {
  59.     pass
  60.     {
  61.         VertexShader = compile vs_2_0 VS_CreateShadowMap();
  62.         PixelShader = compile ps_2_0 PS_CreateShadowMap();
  63.     }
  64. }