Buckets:
| /*============================================================================= | |
| ShadowProjectionPixelShader.usf: Pixel shader for projecting a shadow depth buffer onto the scene. | |
| Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | |
| =============================================================================*/ | |
| float4x4 ScreenToShadowMatrix; | |
| /** | |
| * Entry point for uniform manual PCF that supports lights using normal shadows. | |
| */ | |
| void Main( | |
| in float4 ScreenPosition : TEXCOORD0, | |
| out float4 OutColor : COLOR0 | |
| ) | |
| { | |
| half SceneW = PreviousDepth(ScreenPosition); | |
| float4 ShadowPosition = MulMatrix(ScreenToShadowMatrix,float4(ScreenPosition.xy / ScreenPosition.w * SceneW,SceneW,1)); | |
| ShadowPosition.xy /= ShadowPosition.w; | |
| ShadowPosition.z = min(ShadowPosition.z,0.999); | |
| half Shadow = ManualPCF(ShadowPosition); | |
| // RETURN_COLOR not needed unless writing to SceneColor; | |
| OutColor = Square(Shadow); | |
| } | |
| /** | |
| * Entry point for uniform hardware PCF that supports lights using normal shadows. | |
| */ | |
| void HardwarePCFMain( | |
| in float4 ScreenPosition : TEXCOORD0, | |
| out float4 OutColor : COLOR0 | |
| ) | |
| { | |
| half SceneW = PreviousDepth(ScreenPosition); | |
| float4 ShadowPosition = MulMatrix(ScreenToShadowMatrix,float4(ScreenPosition.xy / ScreenPosition.w * SceneW,SceneW,1)); | |
| ShadowPosition.xy /= ShadowPosition.w; | |
| ShadowPosition.z = min(ShadowPosition.z,0.999); | |
| half Shadow = HardwarePCF(ShadowPosition); | |
| // RETURN_COLOR not needed unless writing to SceneColor; | |
| OutColor = Square(Shadow); | |
| } | |
| /** | |
| * Entry point for uniform Fetch4 PCF that supports lights using normal shadows. | |
| */ | |
| void Fetch4Main( | |
| in float4 ScreenPosition : TEXCOORD0, | |
| out float4 OutColor : COLOR0 | |
| ) | |
| { | |
| half SceneW = PreviousDepth(ScreenPosition); | |
| float4 ShadowPosition = MulMatrix(ScreenToShadowMatrix,float4(ScreenPosition.xy / ScreenPosition.w * SceneW,SceneW,1)); | |
| ShadowPosition.xy /= ShadowPosition.w; | |
| ShadowPosition.z = min(ShadowPosition.z,0.999); | |
| half Shadow = Fetch4PCF(ShadowPosition); | |
| // RETURN_COLOR not needed unless writing to SceneColor; | |
| OutColor = Square(Shadow); | |
| } |
Xet Storage Details
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- 2.19 kB
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