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Full Template for ticket #1
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Templates/Full/game/shaders/common/projectedShadowV.hlsl
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Templates/Full/game/shaders/common/projectedShadowV.hlsl
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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struct Vert
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{
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float3 position : POSITION;
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float3 normal : NORMAL;
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float3 T : TANGENT;
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float4 color : COLOR0;
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float2 texCoord : TEXCOORD0;
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};
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struct Conn
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{
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float4 position : POSITION;
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float4 color : COLOR0;
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float2 texCoord : TEXCOORD0;
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float fade : TEXCOORD1;
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};
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uniform float4x4 modelview;
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uniform float shadowLength;
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uniform float3 shadowCasterPosition;
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Conn main( Vert In )
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{
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Conn Out;
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// Decals are in world space.
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Out.position = mul( modelview, float4( In.position.xyz, 1.0 ) );
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Out.color = In.color;
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Out.texCoord = In.texCoord;
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float fromCasterDist = length( In.position.xyz - shadowCasterPosition ) - shadowLength;
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Out.fade = 1.0 - saturate( fromCasterDist / shadowLength );
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return Out;
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}
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