#include "Uniforms.hlsl" #include "Samplers.hlsl" #include "Transform.hlsl" #include "ScreenPos.hlsl" #include "Lighting.hlsl" #include "Fog.hlsl" // When rendering a shadowed point light, disable specular calculations on Shader Model 2 to avoid exceeding the instruction limit #if !defined(SM3) && defined(SHADOW) && defined(POINTLIGHT) #undef SPECULAR #endif void VS(float4 iPos : POSITION, float3 iNormal : NORMAL, float2 iTexCoord : TEXCOORD0, #if defined(LIGHTMAP) || defined(AO) float2 iTexCoord2 : TEXCOORD1, #endif #ifdef NORMALMAP float4 iTangent : TANGENT, #endif #ifdef SKINNED float4 iBlendWeights : BLENDWEIGHT, int4 iBlendIndices : BLENDINDICES, #endif #ifdef INSTANCED float4x3 iModelInstance : TEXCOORD2, #endif #ifdef BILLBOARD float2 iSize : TEXCOORD1, #endif #ifndef NORMALMAP out float2 oTexCoord : TEXCOORD0, #else out float4 oTexCoord : TEXCOORD0, out float4 oTangent : TEXCOORD3, #endif out float3 oNormal : TEXCOORD1, out float4 oWorldPos : TEXCOORD2, #ifdef PERPIXEL #ifdef SHADOW out float4 oShadowPos[NUMCASCADES] : TEXCOORD4, #endif #ifdef SPOTLIGHT out float4 oSpotPos : TEXCOORD5, #endif #ifdef POINTLIGHT out float3 oCubeMaskVec : TEXCOORD5, #endif #else out float3 oVertexLight : TEXCOORD4, out float4 oScreenPos : TEXCOORD5, #ifdef ENVCUBEMAP out float3 oReflectionVec : TEXCOORD6, #endif #if defined(LIGHTMAP) || defined(AO) out float2 oTexCoord2 : TEXCOORD7, #endif #endif out float4 oPos : POSITION) { float4x3 modelMatrix = iModelMatrix; float3 worldPos = GetWorldPos(modelMatrix); oPos = GetClipPos(worldPos); oNormal = GetWorldNormal(modelMatrix); oWorldPos = float4(worldPos, GetDepth(oPos)); #ifdef NORMALMAP float3 tangent = GetWorldTangent(modelMatrix); float3 bitangent = cross(tangent, oNormal) * iTangent.w; oTexCoord = float4(GetTexCoord(iTexCoord), bitangent.xy); oTangent = float4(tangent, bitangent.z); #else oTexCoord = GetTexCoord(iTexCoord); #endif #ifdef PERPIXEL // Per-pixel forward lighting float4 projWorldPos = float4(worldPos.xyz, 1.0); #ifdef SHADOW // Shadow projection: transform from world space to shadow space GetShadowPos(projWorldPos, oShadowPos); #endif #ifdef SPOTLIGHT // Spotlight projection: transform from world space to projector texture coordinates oSpotPos = mul(projWorldPos, cLightMatrices[0]); #endif #ifdef POINTLIGHT oCubeMaskVec = mul(worldPos - cLightPos.xyz, (float3x3)cLightMatrices[0]); #endif #else // Ambient & per-vertex lighting #if defined(LIGHTMAP) || defined(AO) // If using lightmap, disregard zone ambient light // If using AO, calculate ambient in the PS oVertexLight = float3(0.0, 0.0, 0.0); oTexCoord2 = iTexCoord2; #else oVertexLight = GetAmbient(GetZonePos(worldPos)); #endif #ifdef NUMVERTEXLIGHTS for (int i = 0; i < NUMVERTEXLIGHTS; ++i) oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb; #endif oScreenPos = GetScreenPos(oPos); #ifdef ENVCUBEMAP oReflectionVec = worldPos - cCameraPos; #endif #endif } void PS( #ifndef NORMALMAP float2 iTexCoord : TEXCOORD0, #else float4 iTexCoord : TEXCOORD0, float4 iTangent : TEXCOORD3, #endif float3 iNormal : TEXCOORD1, float4 iWorldPos : TEXCOORD2, #ifdef PERPIXEL #ifdef SHADOW float4 iShadowPos[NUMCASCADES] : TEXCOORD4, #endif #ifdef SPOTLIGHT float4 iSpotPos : TEXCOORD5, #endif #ifdef CUBEMASK float3 iCubeMaskVec : TEXCOORD5, #endif #else float3 iVertexLight : TEXCOORD4, float4 iScreenPos : TEXCOORD5, #ifdef ENVCUBEMAP float3 iReflectionVec : TEXCOORD6, #endif #if defined(LIGHTMAP) || defined(AO) float2 iTexCoord2 : TEXCOORD7, #endif #endif #ifdef PREPASS out float4 oDepth : COLOR1, #endif #ifdef DEFERRED out float4 oAlbedo : COLOR1, out float4 oNormal : COLOR2, out float4 oDepth : COLOR3, #endif out float4 oColor : COLOR0) { // Get material diffuse albedo #ifdef DIFFMAP float4 diffInput = tex2D(sDiffMap, iTexCoord.xy); #ifdef ALPHAMASK if (diffInput.a < 0.5) discard; #endif float4 diffColor = cMatDiffColor * diffInput; #else float4 diffColor = cMatDiffColor; #endif // Get material specular albedo #ifdef SPECMAP float3 specColor = cMatSpecColor.rgb * tex2D(sSpecMap, iTexCoord.xy).rgb; #else float3 specColor = cMatSpecColor.rgb; #endif // Get normal #ifdef NORMALMAP float3x3 tbn = float3x3(iTangent.xyz, float3(iTexCoord.zw, iTangent.w), iNormal); // We may be running low on instructions on Shader Model 2, so skip normalize if necessary #if defined(SM3) || !defined(SHADOW) || !defined(SPECULAR) float3 normal = normalize(mul(DecodeNormal(tex2D(sNormalMap, iTexCoord.xy)), tbn)); #else float3 normal = mul(DecodeNormal(tex2D(sNormalMap, iTexCoord.xy)), tbn); #endif #else float3 normal = normalize(iNormal); #endif // Get fog factor #ifdef HEIGHTFOG float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y); #else float fogFactor = GetFogFactor(iWorldPos.w); #endif #if defined(PERPIXEL) // Per-pixel forward lighting float3 lightDir; float3 lightColor; float3 finalColor; float diff = GetDiffuse(normal, iWorldPos.xyz, lightDir); #ifdef SHADOW diff *= GetShadow(iShadowPos, iWorldPos.w); #endif #if defined(SPOTLIGHT) lightColor = iSpotPos.w > 0.0 ? tex2Dproj(sLightSpotMap, iSpotPos).rgb * cLightColor.rgb : 0.0; #elif defined(CUBEMASK) lightColor = texCUBE(sLightCubeMap, iCubeMaskVec).rgb * cLightColor.rgb; #else lightColor = cLightColor.rgb; #endif #ifdef SPECULAR float spec = GetSpecular(normal, cCameraPosPS - iWorldPos.xyz, lightDir, cMatSpecColor.a); finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.a); #else finalColor = diff * lightColor * diffColor.rgb; #endif #ifdef AMBIENT finalColor += cAmbientColor * diffColor.rgb; finalColor += cMatEmissiveColor; oColor = float4(GetFog(finalColor, fogFactor), diffColor.a); #else oColor = float4(GetLitFog(finalColor, fogFactor), diffColor.a); #endif #elif defined(PREPASS) // Fill light pre-pass G-Buffer float specPower = cMatSpecColor.a / 255.0; oColor = float4(normal * 0.5 + 0.5, specPower); oDepth = iWorldPos.w; #elif defined(DEFERRED) // Fill deferred G-buffer float specIntensity = specColor.g; float specPower = cMatSpecColor.a / 255.0; float3 finalColor = iVertexLight * diffColor.rgb; #ifdef AO // If using AO, the vertex light ambient is black, calculate occluded ambient here finalColor += tex2D(sEmissiveMap, iTexCoord2).rgb * cAmbientColor * diffColor.rgb; #endif #ifdef ENVCUBEMAP finalColor += cMatEnvMapColor * texCUBE(sEnvCubeMap, reflect(iReflectionVec, normal)).rgb; #endif #ifdef LIGHTMAP finalColor += tex2D(sEmissiveMap, iTexCoord2).rgb * diffColor.rgb; #endif #ifdef EMISSIVEMAP finalColor += cMatEmissiveColor * tex2D(sEmissiveMap, iTexCoord.xy).rgb; #else finalColor += cMatEmissiveColor; #endif oColor = float4(GetFog(finalColor, fogFactor), 1.0); oAlbedo = fogFactor * float4(diffColor.rgb, specIntensity); oNormal = float4(normal * 0.5 + 0.5, specPower); oDepth = iWorldPos.w; #else // Ambient & per-vertex lighting float3 finalColor = iVertexLight * diffColor.rgb; #ifdef AO // If using AO, the vertex light ambient is black, calculate occluded ambient here finalColor += tex2D(sEmissiveMap, iTexCoord2).rgb * cAmbientColor * diffColor.rgb; #endif #ifdef MATERIAL // Add light pre-pass accumulation result // Lights are accumulated at half intensity. Bring back to full intensity now float4 lightInput = 2.0 * tex2Dproj(sLightBuffer, iScreenPos); float3 lightSpecColor = lightInput.a * (lightInput.rgb / GetIntensity(lightInput.rgb)); finalColor += lightInput.rgb * diffColor.rgb + lightSpecColor * specColor; #endif #ifdef ENVCUBEMAP finalColor += cMatEnvMapColor * texCUBE(sEnvCubeMap, reflect(iReflectionVec, normal)).rgb; #endif #ifdef LIGHTMAP finalColor += tex2D(sEmissiveMap, iTexCoord2).rgb * diffColor.rgb; #endif #ifdef EMISSIVEMAP finalColor += cMatEmissiveColor * tex2D(sEmissiveMap, iTexCoord.xy).rgb; #else finalColor += cMatEmissiveColor; #endif oColor = float4(GetFog(finalColor, fogFactor), diffColor.a); #endif }