#pragma warning(disable:3571) #ifdef COMPILEVS float3 GetAmbient(float zonePos) { return cAmbientStartColor + zonePos * cAmbientEndColor; } #ifdef NUMVERTEXLIGHTS float GetVertexLight(int index, float3 worldPos, float3 normal) { float3 lightDir = cVertexLights[index * 3 + 1].xyz; float3 lightPos = cVertexLights[index * 3 + 2].xyz; float invRange = cVertexLights[index * 3].w; float cutoff = cVertexLights[index * 3 + 1].w; float invCutoff = cVertexLights[index * 3 + 2].w; // Directional light if (invRange == 0.0) { float NdotL = max(dot(normal, lightDir), 0.0); return NdotL; } // Point/spot light else { float3 lightVec = (lightPos - worldPos) * invRange; float lightDist = length(lightVec); float3 localDir = lightVec / lightDist; float NdotL = max(dot(normal, localDir), 0.0); float atten = saturate(1.0 - lightDist * lightDist); float spotEffect = dot(localDir, lightDir); float spotAtten = saturate((spotEffect - cutoff) * invCutoff); return NdotL * atten * spotAtten; } } float GetVertexLightVolumetric(int index, float3 worldPos) { float3 lightDir = cVertexLights[index * 3 + 1].xyz; float3 lightPos = cVertexLights[index * 3 + 2].xyz; float invRange = cVertexLights[index * 3].w; float cutoff = cVertexLights[index * 3 + 1].w; float invCutoff = cVertexLights[index * 3 + 2].w; // Directional light if (invRange == 0.0) { return 1.0; } // Point/spot light else { float3 lightVec = (lightPos - worldPos) * invRange; float lightDist = length(lightVec); float3 localDir = lightVec / lightDist; float atten = saturate(1.0 - lightDist * lightDist); float spotEffect = dot(localDir, lightDir); float spotAtten = saturate((spotEffect - cutoff) * invCutoff); return atten * spotAtten; } } #endif #ifdef SHADOW #ifdef DIRLIGHT #ifdef SM3 #define NUMCASCADES 4 #else #define NUMCASCADES 3 #endif #else #define NUMCASCADES 1 #endif void GetShadowPos(float4 projWorldPos, out float4 shadowPos[NUMCASCADES]) { // Shadow projection: transform from world space to shadow space #if defined(DIRLIGHT) shadowPos[0] = mul(projWorldPos, cLightMatrices[0]); shadowPos[1] = mul(projWorldPos, cLightMatrices[1]); shadowPos[2] = mul(projWorldPos, cLightMatrices[2]); #ifdef SM3 shadowPos[3] = mul(projWorldPos, cLightMatrices[3]); #endif #elif defined(SPOTLIGHT) shadowPos[0] = mul(projWorldPos, cLightMatrices[1]); #else shadowPos[0] = float4(projWorldPos.xyz - cLightPos.xyz, 0.0); #endif } #endif #endif #ifdef COMPILEPS float GetDiffuse(float3 normal, float3 worldPos, out float3 lightDir) { #ifdef DIRLIGHT lightDir = cLightDirPS; return saturate(dot(normal, lightDir)); #else float3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w; float lightDist = length(lightVec); lightDir = lightVec / lightDist; return saturate(dot(normal, lightDir)) * tex1D(sLightRampMap, lightDist).r; #endif } float GetDiffuseVolumetric(float3 worldPos) { #ifdef DIRLIGHT return 1.0; #else float3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w; float lightDist = length(lightVec); return tex1D(sLightRampMap, lightDist).r; #endif } float GetSpecular(float3 normal, float3 eyeVec, float3 lightDir, float specularPower) { float3 halfVec = normalize(normalize(eyeVec) + lightDir); return pow(dot(normal, halfVec), specularPower); } float GetIntensity(float3 color) { return dot(color, float3(0.333, 0.333, 0.333)); } #ifdef SHADOW #ifdef DIRLIGHT #ifdef SM3 #define NUMCASCADES 4 #else #define NUMCASCADES 3 #endif #else #define NUMCASCADES 1 #endif float GetShadow(float4 shadowPos) { #ifndef LQSHADOW // Take four samples and average them // Note: in case of sampling a point light cube shadow, we optimize out the w divide as it has already been performed #ifndef POINTLIGHT float2 offsets = cShadowMapInvSize * shadowPos.w; #else float2 offsets = cShadowMapInvSize; #endif float4 inLight = float4( tex2Dproj(sShadowMap, shadowPos).r, tex2Dproj(sShadowMap, float4(shadowPos.x + offsets.x, shadowPos.yzw)).r, tex2Dproj(sShadowMap, float4(shadowPos.x, shadowPos.y + offsets.y, shadowPos.zw)).r, tex2Dproj(sShadowMap, float4(shadowPos.xy + offsets.xy, shadowPos.zw)).r ); #ifndef SHADOWCMP return cShadowIntensity.y + dot(inLight, cShadowIntensity.x); #else #ifndef POINTLIGHT return cShadowIntensity.y + dot(inLight * shadowPos.w > shadowPos.z, cShadowIntensity.x); #else return cShadowIntensity.y + dot(inLight > shadowPos.z, cShadowIntensity.x); #endif #endif #else // Take one sample float inLight = tex2Dproj(sShadowMap, shadowPos).r; #ifndef SHADOWCMP return cShadowIntensity.y + cShadowIntensity.x * inLight; #else #ifndef POINTLIGHT return cShadowIntensity.y + cShadowIntensity.x * (inLight * shadowPos.w > shadowPos.z); #else return cShadowIntensity.y + cShadowIntensity.x * (inLight > shadowPos.z); #endif #endif #endif } #ifdef POINTLIGHT float GetPointShadow(float3 lightVec) { float3 axis = texCUBE(sFaceSelectCubeMap, lightVec).rgb; float depth = abs(dot(lightVec, axis)); // Expand the maximum component of the light vector to get full 0.0 - 1.0 UV range from the cube map, // and to avoid sampling across faces. Some GPU's filter across faces, while others do not, and in this // case filtering across faces is wrong const float factor = 1.0 / 256.0; lightVec += factor * axis * lightVec; // Read the 2D UV coordinates, adjust according to shadow map size and add face offset float4 indirectPos = texCUBE(sIndirectionCubeMap, lightVec); indirectPos.xy *= cShadowCubeAdjust.xy; indirectPos.xy += float2(cShadowCubeAdjust.z + indirectPos.z * 0.5, cShadowCubeAdjust.w + indirectPos.w); float4 shadowPos = float4(indirectPos.xy, cShadowDepthFade.x + cShadowDepthFade.y / depth, 1.0); return GetShadow(shadowPos); } #endif #ifdef DIRLIGHT float GetDirShadowFade(float inLight, float depth) { return saturate(inLight + saturate((depth - cShadowDepthFade.z) * cShadowDepthFade.w)); } float GetDirShadow(const float4 iShadowPos[NUMCASCADES], float depth) { float4 shadowPos; #ifdef SM3 if (depth < cShadowSplits.x) shadowPos = iShadowPos[0]; else if (depth < cShadowSplits.y) shadowPos = iShadowPos[1]; else if (depth < cShadowSplits.z) shadowPos = iShadowPos[2]; else shadowPos = iShadowPos[3]; #else if (depth < cShadowSplits.x) shadowPos = iShadowPos[0]; else if (depth < cShadowSplits.y) shadowPos = iShadowPos[1]; else shadowPos = iShadowPos[2]; #endif return GetDirShadowFade(GetShadow(shadowPos), depth); } float GetDirShadowDeferred(float4 projWorldPos, float depth) { float4 shadowPos; #ifdef SM3 if (depth < cShadowSplits.x) shadowPos = mul(projWorldPos, cLightMatricesPS[0]); else if (depth < cShadowSplits.y) shadowPos = mul(projWorldPos, cLightMatricesPS[1]); else if (depth < cShadowSplits.z) shadowPos = mul(projWorldPos, cLightMatricesPS[2]); else shadowPos = mul(projWorldPos, cLightMatricesPS[3]); #else if (depth < cShadowSplits.x) shadowPos = mul(projWorldPos, cLightMatricesPS[0]); else if (depth < cShadowSplits.y) shadowPos = mul(projWorldPos, cLightMatricesPS[1]); else if (depth < cShadowSplits.z) shadowPos = mul(projWorldPos, cLightMatricesPS[2]); #endif return GetDirShadowFade(GetShadow(shadowPos), depth); } #endif float GetShadow(float4 iShadowPos[NUMCASCADES], float depth) { #if defined(DIRLIGHT) return GetDirShadow(iShadowPos, depth); #elif defined(SPOTLIGHT) return GetShadow(iShadowPos[0]); #else return GetPointShadow(iShadowPos[0].xyz); #endif } float GetShadowDeferred(float4 projWorldPos, float depth) { #if defined(DIRLIGHT) return GetDirShadowDeferred(projWorldPos, depth); #elif defined(SPOTLIGHT) float4 shadowPos = mul(projWorldPos, cLightMatricesPS[1]); return GetShadow(shadowPos); #else float3 shadowPos = projWorldPos.xyz - cLightPosPS.xyz; return GetPointShadow(shadowPos); #endif } #endif #endif