//----------------------------------------------------------------------------- // 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(); } }