[RenderMonkey] Shadow 1/2
// Vertex Shader
struct VS_INPUT
{
float4 mPosition : POSITION;
};
struct VS_OUTPUT
{
float4 mPosition : POSITION;
float4 mClipPosition : TEXCOORD1;
};
float4x4 gWorldMatrix;
float4x4 gLightViewMatrix;
float4x4 gLightProjectionMatrix;
float4 gWorldLightPosition;
VS_OUTPUT vs_main(VS_INPUT Input)
{
VS_OUTPUT Output;
float4x4 lightViewMatrix = gLightViewMatrix;
float3 dirZ = -normalize(gWorldLightPosition.xyz);
float3 up = float3(0, 1, 0);
float3 dirX = cross(up, dirZ);
float3 dirY = cross(dirZ, dirX);
lightViewMatrix = float4x4(
float4(dirX, -dot(gWorldLightPosition.xyz, dirX)),
float4(dirY, -dot(gWorldLightPosition.xyz, dirY)),
float4(dirZ, -dot(gWorldLightPosition.xyz, dirZ)),
float4(0, 0, 0, 1));
lightViewMatrix = transpose(lightViewMatrix);
Output.mPosition = mul(Input.mPosition, gWorldMatrix);
Output.mPosition = mul(Output.mPosition, lightViewMatrix);
Output.mPosition = mul(Output.mPosition, gLightProjectionMatrix);
Output.mClipPosition = Output.mPosition;
return Output;
}
// Pixel Shader
struct PS_INPUT
{
float4 mClipPosition : TEXCOORD1;
};
float4 ps_main(PS_INPUT Input) : COLOR
{
float depth = Input.mClipPosition.z / Input.mClipPosition.w;
return float4(depth.xxx, 1);
}
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