Direct3D11 common shader changes.

This commit is contained in:
rextimmy 2016-03-20 21:50:21 +10:00
parent 1ff6f221fb
commit 3a9b50f702
283 changed files with 3547 additions and 1834 deletions

View file

@ -20,18 +20,20 @@
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "shaderModel.hlsl"
struct Vert
{
float3 position : POSITION;
float3 normal : NORMAL;
float3 T : TANGENT;
float4 color : COLOR0;
float2 texCoord : TEXCOORD0;
float3 position : POSITION;
float3 normal : NORMAL;
float3 T : TANGENT;
float4 color : COLOR0;
float2 texCoord : TEXCOORD0;
};
struct Conn
{
float4 position : POSITION;
float4 position : TORQUE_POSITION;
float4 color : COLOR0;
float2 texCoord : TEXCOORD0;
float fade : TEXCOORD1;
@ -46,12 +48,12 @@ Conn main( Vert In )
Conn Out;
// Decals are in world space.
Out.position = mul( modelview, float4( In.position.xyz, 1.0 ) );
Out.position = mul( modelview, float4( In.position, 1.0 ) );
Out.color = In.color;
Out.texCoord = In.texCoord;
float fromCasterDist = length( In.position.xyz - shadowCasterPosition ) - shadowLength;
float fromCasterDist = length( In.position - shadowCasterPosition ) - shadowLength;
Out.fade = 1.0 - saturate( fromCasterDist / shadowLength );
return Out;