home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Introduction to 3D Game …ogramming with DirectX 12
/
Introduction-to-3D-Game-Programming-with-DirectX-12.ISO
/
Code.Textures
/
Chapter 23 Character Animation
/
SkinnedMesh
/
Shaders
/
Shadows.hlsl
< prev
next >
Wrap
Text File
|
2016-03-02
|
3KB
|
84 lines
//***************************************************************************************
// Shadows.hlsl by Frank Luna (C) 2015 All Rights Reserved.
//***************************************************************************************
// Include common HLSL code.
#include "Common.hlsl"
struct VertexIn
{
float3 PosL : POSITION;
float2 TexC : TEXCOORD;
#ifdef SKINNED
float3 BoneWeights : WEIGHTS;
uint4 BoneIndices : BONEINDICES;
#endif
};
struct VertexOut
{
float4 PosH : SV_POSITION;
float2 TexC : TEXCOORD;
};
VertexOut VS(VertexIn vin)
{
VertexOut vout = (VertexOut)0.0f;
MaterialData matData = gMaterialData[gMaterialIndex];
#ifdef SKINNED
float weights[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
weights[0] = vin.BoneWeights.x;
weights[1] = vin.BoneWeights.y;
weights[2] = vin.BoneWeights.z;
weights[3] = 1.0f - weights[0] - weights[1] - weights[2];
float3 posL = float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < 4; ++i)
{
// Assume no nonuniform scaling when transforming normals, so
// that we do not have to use the inverse-transpose.
posL += weights[i] * mul(float4(vin.PosL, 1.0f), gBoneTransforms[vin.BoneIndices[i]]).xyz;
}
vin.PosL = posL;
#endif
// Transform to world space.
float4 posW = mul(float4(vin.PosL, 1.0f), gWorld);
// Transform to homogeneous clip space.
vout.PosH = mul(posW, gViewProj);
// Output vertex attributes for interpolation across triangle.
float4 texC = mul(float4(vin.TexC, 0.0f, 1.0f), gTexTransform);
vout.TexC = mul(texC, matData.MatTransform).xy;
return vout;
}
// This is only used for alpha cut out geometry, so that shadows
// show up correctly. Geometry that does not need to sample a
// texture can use a NULL pixel shader for depth pass.
void PS(VertexOut pin)
{
// Fetch the material data.
MaterialData matData = gMaterialData[gMaterialIndex];
float4 diffuseAlbedo = matData.DiffuseAlbedo;
uint diffuseMapIndex = matData.DiffuseMapIndex;
// Dynamically look up the texture in the array.
diffuseAlbedo *= gTextureMaps[diffuseMapIndex].Sample(gsamAnisotropicWrap, pin.TexC);
#ifdef ALPHA_TEST
// Discard pixel if texture alpha < 0.1. We do this test as soon
// as possible in the shader so that we can potentially exit the
// shader early, thereby skipping the rest of the shader code.
clip(diffuseAlbedo.a - 0.1f);
#endif
}