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  1. cbuffer cbPerFrame
  2. {
  3.     float3 gEyePosW;
  4. }
  5. cbuffer cbPerObject
  6. {
  7.     float4x4 gWorld;
  8.     float4x4 gWorldInvTranspose;
  9.     float4x4 gViewProj;
  10.     float4x4 gWorldViewProj;
  11.     float4x4 gTexTransform;
  12. };
  13. Texture2D gDiffuseMap;
  14. SamplerState samLinear
  15. {
  16.     Filter = MIN_MAG_MIP_LINEAR;
  17.     AddressU = Wrap;
  18.     AddressV = Wrap;
  19. };
  20.  
  21. struct VertexIn
  22. {
  23.     float3 PosL     : POSITION;
  24.     float3 NormalL  : NORMAL;
  25.     float2 Tex      : TEXCOORD;
  26. };
  27.  
  28. struct VertexOut
  29. {
  30.     float4 PosH : SV_POSITION;
  31.     float2 Tex  : TEXCOORD;
  32. };
  33. VertexOut VS(VertexIn vin)
  34. {
  35.     VertexOut vout;
  36.  
  37.     vout.PosH = mul(float4(vin.PosL, 1.0f), gWorldViewProj);
  38.     vout.Tex  = mul(float4(vin.Tex, 0.0f, 1.0f), gTexTransform).xy;
  39.  
  40.     return vout;
  41. }
  42. void PS(VertexOut pin)
  43. {
  44.     float4 diffuse = gDiffuseMap.Sample(samLinear, pin.Tex);
  45.  
  46.     // Don't write transparent pixels to the shadow map.
  47.     clip(diffuse.a - 0.15f);
  48. }
  49. RasterizerState Depth
  50. {
  51.     DepthBias = 10000;
  52.     DepthBiasClamp = 0.0f;
  53.     SlopeScaledDepthBias = 1.0f;
  54. };
  55.  
  56.  
  57. technique11 BuildShadowMapTech
  58. {
  59.     pass P0
  60.     {
  61.         SetVertexShader( CompileShader( vs_4_0, VS() ) );
  62.         SetGeometryShader( NULL );
  63.         SetPixelShader( NULL );
  64.  
  65.         SetRasterizerState(Depth);
  66.     }
  67. }
  68.  
  69. technique11 BuildShadowMapAlphaClipTech
  70. {
  71.     pass P0
  72.     {
  73.         SetVertexShader( CompileShader( vs_4_0, VS() ) );
  74.         SetGeometryShader( NULL );
  75.         SetPixelShader( CompileShader( ps_4_0, PS() ) );
  76.     }
  77. }
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