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@@ -0,0 +1,129 @@
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+#include "Uniforms.hlsl"
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+#include "Samplers.hlsl"
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+#include "Transform.hlsl"
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+#include "ScreenPos.hlsl"
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+#include "Lighting.hlsl"
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+
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+void VS(float4 iPos : POSITION,
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+ #ifdef DIRLIGHT
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+ out float2 oScreenPos : TEXCOORD0,
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+ #else
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+ out float4 oScreenPos : TEXCOORD0,
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+ #endif
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+ out float3 oFarRay : TEXCOORD1,
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+ #ifdef ORTHO
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+ out float3 oNearRay : TEXCOORD2,
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+ #endif
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+ out float4 oPos : POSITION)
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+{
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+ float4x3 modelMatrix = iModelMatrix;
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+ float3 worldPos = GetWorldPos(modelMatrix);
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+ oPos = GetClipPos(worldPos);
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+ #ifdef DIRLIGHT
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+ oScreenPos = GetScreenPosPreDiv(oPos);
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+ oFarRay = GetFarRay(oPos);
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+ #ifdef ORTHO
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+ oNearRay = GetNearRay(oPos);
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+ #endif
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+ #else
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+ oScreenPos = GetScreenPos(oPos);
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+ oFarRay = GetFarRay(oPos) * oPos.w;
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+ #ifdef ORTHO
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+ oNearRay = GetNearRay(oPos) * oPos.w;
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+ #endif
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+ #endif
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+}
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+
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+void PS(
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+ #ifdef DIRLIGHT
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+ float2 iScreenPos : TEXCOORD0,
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+ #else
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+ float4 iScreenPos : TEXCOORD0,
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+ #endif
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+ float3 iFarRay : TEXCOORD1,
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+ #ifdef ORTHO
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+ float3 iNearRay : TEXCOORD2,
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+ #endif
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+ out float4 oColor : COLOR0)
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+{
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+ // If rendering a directional light quad, optimize out the w divide
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+ #ifdef DIRLIGHT
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+ #ifdef ORTHO
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+ float depth = tex2D(sDepthBuffer, iScreenPos).r;
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+ float3 worldPos = lerp(iNearRay, iFarRay, depth);
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+ #else
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+ #ifdef LINEAR
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+ float depth = tex2D(sDepthBuffer, iScreenPos).r;
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+ #else
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+ float depth = ReconstructDepth(tex2D(sDepthBuffer, iScreenPos).r);
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+ #endif
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+ float3 worldPos = iFarRay * depth;
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+ #endif
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+ float4 albedoInput = tex2D(sAlbedoBuffer, iScreenPos);
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+ float4 normalInput = tex2D(sNormalBuffer, iScreenPos);
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+ #else
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+ #ifdef ORTHO
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+ float depth = tex2Dproj(sDepthBuffer, iScreenPos).r;
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+ float3 worldPos = lerp(iNearRay, iFarRay, depth) / iScreenPos.w;
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+ #else
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+ #ifdef LINEAR
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+ float depth = tex2Dproj(sDepthBuffer, iScreenPos).r;
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+ #else
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+ float depth = ReconstructDepth(tex2Dproj(sDepthBuffer, iScreenPos).r);
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+ #endif
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+ float3 worldPos = iFarRay * depth / iScreenPos.w;
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+ #endif
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+ float4 albedoInput = tex2Dproj(sAlbedoBuffer, iScreenPos);
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+ float4 normalInput = tex2Dproj(sNormalBuffer, iScreenPos);
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+ #endif
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+
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+ // With a cubemasked shadowed point light and hardware depth reconstruction, SM2 runs out of instructions,
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+ // so skip normalization of normals in that case
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+ #if defined(SM3) || defined(HWSHADOW) || !defined(POINTLIGHT) || !defined(SHADOW) || !defined(CUBEMASK)
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+ float3 normal = normalize(normalInput.rgb * 2.0 - 1.0);
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+ #else
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+ float3 normal = normalInput.rgb * 2.0 - 1.0;
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+ #endif
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+
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+ float4 projWorldPos = float4(worldPos, 1.0);
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+ float3 lightColor;
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+ float3 lightDir;
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+ float diff;
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+
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+ #ifdef DIRLIGHT
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+ lightDir = cLightDirPS;
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+ diff = GetDiffuseDir(normal, lightDir);
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+ #else
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+ float3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w;
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+ diff = GetDiffusePointOrSpot(normal, lightVec, lightDir);
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+ #endif
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+
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+ #ifdef SHADOW
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+ #if defined(DIRLIGHT)
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+ float4 shadowPos = GetDirShadowPosDeferred(cLightMatricesPS, projWorldPos, depth);
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+ diff *= saturate(GetShadow(shadowPos) + GetShadowFade(depth));
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+ #elif defined(SPOTLIGHT)
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+ float4 shadowPos = mul(projWorldPos, cLightMatricesPS[1]);
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+ diff *= GetShadow(shadowPos);
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+ #else
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+ float3 shadowPos = worldPos - cLightPosPS.xyz;
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+ diff *= GetCubeShadow(shadowPos);
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+ #endif
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+ #endif
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+
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+ #if defined(SPOTLIGHT)
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+ float4 spotPos = mul(projWorldPos, cLightMatricesPS[0]);
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+ lightColor = spotPos.w > 0.0 ? tex2Dproj(sLightSpotMap, spotPos).rgb * cLightColor.rgb : 0.0;
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+ #elif defined(CUBEMASK)
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+ lightColor = texCUBE(sLightCubeMap, mul(lightVec, (float3x3)cLightMatricesPS[0])).rgb * cLightColor.rgb;
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+ #else
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+ lightColor = cLightColor.rgb;
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+ #endif
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+
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+ #ifdef SPECULAR
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+ float spec = lightColor.g * GetSpecular(normal, -worldPos, lightDir, normalInput.a * 255.0);
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+ oColor = diff * float4(lightColor * albedoInput.rgb + spec * cLightColor.a * albedoInput.aaa, 0.0);
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+ #else
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+ oColor = diff * float4(lightColor * albedoInput.rgb, 0.0);
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+ #endif
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+}
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