Torque3D/Templates/Empty/game/shaders/common/projectedShadowV.hlsl
2012-09-19 11:29:55 -04:00

58 lines
2 KiB
HLSL

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
struct Vert
{
float3 position : POSITION;
float3 normal : NORMAL;
float3 T : TANGENT;
float4 color : COLOR0;
float2 texCoord : TEXCOORD0;
};
struct Conn
{
float4 position : POSITION;
float4 color : COLOR0;
float2 texCoord : TEXCOORD0;
float fade : TEXCOORD1;
};
uniform float4x4 modelview;
uniform float shadowLength;
uniform float3 shadowCasterPosition;
Conn main( Vert In )
{
Conn Out;
// Decals are in world space.
Out.position = mul( modelview, float4( In.position.xyz, 1.0 ) );
Out.color = In.color;
Out.texCoord = In.texCoord;
float fromCasterDist = length( In.position.xyz - shadowCasterPosition ) - shadowLength;
Out.fade = 1.0 - saturate( fromCasterDist / shadowLength );
return Out;
}