#include "Uniforms.hlsl" #include "Samplers.hlsl" #include "Transform.hlsl" #include "ScreenPos.hlsl" #include "Lighting.hlsl" void VS(float4 iPos : POSITION, #ifdef DIRLIGHT out float2 oScreenPos : TEXCOORD0, #else out float4 oScreenPos : TEXCOORD0, #endif out float3 oFarRay : TEXCOORD1, #ifdef ORTHO out float3 oNearRay : TEXCOORD2, #endif out float4 oPos : OUTPOSITION) { float4x3 modelMatrix = iModelMatrix; float3 worldPos = GetWorldPos(modelMatrix); oPos = GetClipPos(worldPos); #ifdef DIRLIGHT oScreenPos = GetScreenPosPreDiv(oPos); oFarRay = GetFarRay(oPos); #ifdef ORTHO oNearRay = GetNearRay(oPos); #endif #else oScreenPos = GetScreenPos(oPos); oFarRay = GetFarRay(oPos) * oPos.w; #ifdef ORTHO oNearRay = GetNearRay(oPos) * oPos.w; #endif #endif } void PS( #ifdef DIRLIGHT float2 iScreenPos : TEXCOORD0, #else float4 iScreenPos : TEXCOORD0, #endif float3 iFarRay : TEXCOORD1, #ifdef ORTHO float3 iNearRay : TEXCOORD2, #endif out float4 oColor : OUTCOLOR0) { // If rendering a directional light quad, optimize out the w divide #ifdef DIRLIGHT float depth = Sample2DLod0(DepthBuffer, iScreenPos).r; #ifdef HWDEPTH depth = ReconstructDepth(depth); #endif #ifdef ORTHO float3 worldPos = lerp(iNearRay, iFarRay, depth); #else float3 worldPos = iFarRay * depth; #endif float4 albedoInput = Sample2DLod0(AlbedoBuffer, iScreenPos); float4 normalInput = Sample2DLod0(NormalBuffer, iScreenPos); #else float depth = Sample2DProj(DepthBuffer, iScreenPos).r; #ifdef HWDEPTH depth = ReconstructDepth(depth); #endif #ifdef ORTHO float3 worldPos = lerp(iNearRay, iFarRay, depth) / iScreenPos.w; #else float3 worldPos = iFarRay * depth / iScreenPos.w; #endif float4 albedoInput = Sample2DProj(AlbedoBuffer, iScreenPos); float4 normalInput = Sample2DProj(NormalBuffer, iScreenPos); #endif // Position acquired via near/far ray is relative to camera. Bring position to world space float3 eyeVec = -worldPos; worldPos += cCameraPosPS; float3 normal = normalize(normalInput.rgb * 2.0 - 1.0); float4 projWorldPos = float4(worldPos, 1.0); float3 lightColor; float3 lightDir; float diff = GetDiffuse(normal, worldPos, lightDir); #ifdef SHADOW diff *= GetShadowDeferred(projWorldPos, normal, depth); #endif #if defined(SPOTLIGHT) float4 spotPos = mul(projWorldPos, cLightMatricesPS[0]); lightColor = spotPos.w > 0.0 ? Sample2DProj(LightSpotMap, spotPos).rgb * cLightColor.rgb : 0.0; #elif defined(CUBEMASK) lightColor = texCUBE(sLightCubeMap, mul(worldPos - cLightPosPS.xyz, (float3x3)cLightMatricesPS[0])).rgb * cLightColor.rgb; #else lightColor = cLightColor.rgb; #endif #ifdef SPECULAR float spec = GetSpecular(normal, eyeVec, lightDir, normalInput.a * 255.0); oColor = diff * float4(lightColor * (albedoInput.rgb + spec * cLightColor.a * albedoInput.aaa), 0.0); #else oColor = diff * float4(lightColor * albedoInput.rgb, 0.0); #endif }