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- //-----------------------------------------------------------------------------
- // Copyright (c) 2008 dhpoware. All Rights Reserved.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a
- // copy of this software and associated documentation files (the "Software"),
- // to deal in the Software without restriction, including without limitation
- // the rights to use, copy, modify, merge, publish, distribute, sublicense,
- // and/or sell copies of the Software, and to permit persons to whom the
- // Software is furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // Globals.
- //-----------------------------------------------------------------------------
- float4x4 world;
- float4x4 lightViewProjection;
- //-----------------------------------------------------------------------------
- // Vertex shaders.
- //-----------------------------------------------------------------------------
- void VS_CreateShadowMap(in float4 inPosition : POSITION,
- out float4 outPosition : POSITION,
- out float2 outDepth : TEXCOORD)
- {
- outPosition = mul(inPosition, mul(world, lightViewProjection));
- outDepth = outPosition.zw;
- }
- //-----------------------------------------------------------------------------
- // Pixel shaders.
- //-----------------------------------------------------------------------------
- void PS_CreateShadowMap(in float2 inDepth : TEXCOORD,
- out float4 outColor : COLOR)
- {
- float z = inDepth.x / inDepth.y;
- outColor = float4(z, z*z, 0.0f, 1.0f);
- }
- //-----------------------------------------------------------------------------
- // Techniques.
- //-----------------------------------------------------------------------------
- technique CreateShadowMap
- {
- pass
- {
- VertexShader = compile vs_2_0 VS_CreateShadowMap();
- PixelShader = compile ps_2_0 PS_CreateShadowMap();
- }
- }
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