#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) { #ifdef TRANSLUCENT float NdotL = abs(dot(normal, lightDir)); #else float NdotL = max(dot(normal, lightDir), 0.0); #endif return NdotL; } // Point/spot light else { float3 lightVec = (lightPos - worldPos) * invRange; float lightDist = length(lightVec); float3 localDir = lightVec / lightDist; #ifdef TRANSLUCENT float NdotL = abs(dot(normal, localDir)); #else float NdotL = max(dot(normal, localDir), 0.0); #endif 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 #define NUMCASCADES 4 #else #define NUMCASCADES 1 #endif void GetShadowPos(float4 projWorldPos, float3 normal, out float4 shadowPos[NUMCASCADES]) { // Shadow projection: transform from world space to shadow space #ifdef NORMALOFFSET #ifdef DIRLIGHT float cosAngle = saturate(1.0 - dot(normal, cLightDir)); #else float cosAngle = saturate(1.0 - dot(normal, normalize(cLightPos.xyz - projWorldPos.xyz))); #endif #if defined(DIRLIGHT) shadowPos[0] = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScale.x * normal, 1.0), cLightMatrices[0]); shadowPos[1] = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScale.y * normal, 1.0), cLightMatrices[1]); shadowPos[2] = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScale.z * normal, 1.0), cLightMatrices[2]); shadowPos[3] = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScale.w * normal, 1.0), cLightMatrices[3]); #elif defined(SPOTLIGHT) shadowPos[0] = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScale.x * normal, 1.0), cLightMatrices[1]); #else shadowPos[0] = float4(projWorldPos.xyz + cosAngle * cNormalOffsetScale.x * normal - cLightPos.xyz, 0.0); #endif #else #if defined(DIRLIGHT) shadowPos[0] = mul(projWorldPos, cLightMatrices[0]); shadowPos[1] = mul(projWorldPos, cLightMatrices[1]); shadowPos[2] = mul(projWorldPos, cLightMatrices[2]); shadowPos[3] = mul(projWorldPos, cLightMatrices[3]); #elif defined(SPOTLIGHT) shadowPos[0] = mul(projWorldPos, cLightMatrices[1]); #else shadowPos[0] = float4(projWorldPos.xyz - cLightPos.xyz, 0.0); #endif #endif } #endif #endif #ifdef COMPILEPS float GetDiffuse(float3 normal, float3 worldPos, out float3 lightDir) { #ifdef DIRLIGHT lightDir = cLightDirPS; #ifdef TRANSLUCENT return abs(dot(normal, lightDir)); #else return saturate(dot(normal, lightDir)); #endif #else float3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w; float lightDist = length(lightVec); lightDir = lightVec / lightDist; #ifdef TRANSLUCENT return abs(dot(normal, lightDir)) * Sample2D(LightRampMap, float2(lightDist, 0.0)).r; #else return saturate(dot(normal, lightDir)) * Sample2D(LightRampMap, float2(lightDist, 0.0)).r; #endif #endif } float GetAtten(float3 normal, float3 worldPos, out float3 lightDir) { lightDir = cLightDirPS; return saturate(dot(normal, lightDir)); } float GetAttenPoint(float3 normal, float3 worldPos, out float3 lightDir) { float3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w; float lightDist = length(lightVec); float falloff = pow(saturate(1.0 - pow(lightDist / 1.0, 4.0)), 2.0) * 3.14159265358979323846 / (4 * 3.14159265358979323846)*(pow(lightDist, 2.0) + 1.0); lightDir = lightVec / lightDist; return saturate(dot(normal, lightDir)) * falloff; } float GetAttenSpot(float3 normal, float3 worldPos, out float3 lightDir) { float3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w; float lightDist = length(lightVec); float falloff = pow(saturate(1.0 - pow(lightDist / 1.0, 4.0)), 2.0) / (pow(lightDist, 2.0) + 1.0); lightDir = lightVec / lightDist; return saturate(dot(normal, lightDir)) * falloff; } float GetDiffuseVolumetric(float3 worldPos) { #ifdef DIRLIGHT return 1.0; #else float3 lightVec = (cLightPosPS.xyz - worldPos) * cLightPosPS.w; float lightDist = length(lightVec); return Sample2D(LightRampMap, float2(lightDist, 0.0)).r; #endif } float GetSpecular(float3 normal, float3 eyeVec, float3 lightDir, float specularPower) { float3 halfVec = normalize(normalize(eyeVec) + lightDir); return saturate(pow(dot(normal, halfVec), specularPower)); } float GetIntensity(float3 color) { return dot(color, float3(0.299, 0.587, 0.114)); } #ifdef SHADOW #ifdef DIRLIGHT #define NUMCASCADES 4 #else #define NUMCASCADES 1 #endif #ifdef VSM_SHADOW float ReduceLightBleeding(float min, float p_max) { return clamp((p_max - min) / (1.0 - min), 0.0, 1.0); } float Chebyshev(float2 Moments, float depth) { //One-tailed inequality valid if depth > Moments.x float p = float(depth <= Moments.x); //Compute variance. float Variance = Moments.y - (Moments.x * Moments.x); float minVariance = cVSMShadowParams.x; Variance = max(Variance, minVariance); //Compute probabilistic upper bound. float d = depth - Moments.x; float p_max = Variance / (Variance + d*d); // Prevent light bleeding p_max = ReduceLightBleeding(cVSMShadowParams.y, p_max); return max(p, p_max); } #endif float GetShadow(float4 shadowPos) { #if defined(SIMPLE_SHADOW) // Take one sample #ifdef D3D11 shadowPos.xyz /= shadowPos.w; #endif float inLight = SampleShadow(ShadowMap, 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 #elif defined(PCF_SHADOW) // 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 #ifdef D3D11 shadowPos.xyz /= shadowPos.w; #endif #if !defined(POINTLIGHT) && !defined(D3D11) float2 offsets = cShadowMapInvSize * shadowPos.w; #else float2 offsets = cShadowMapInvSize; #endif float4 shadowPos2 = float4(shadowPos.x + offsets.x, shadowPos.yzw); float4 shadowPos3 = float4(shadowPos.x, shadowPos.y + offsets.y, shadowPos.zw); float4 shadowPos4 = float4(shadowPos.xy + offsets.xy, shadowPos.zw); float4 inLight = float4( SampleShadow(ShadowMap, shadowPos).r, SampleShadow(ShadowMap, shadowPos2).r, SampleShadow(ShadowMap, shadowPos3).r, SampleShadow(ShadowMap, shadowPos4).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 #elif defined(VSM_SHADOW) float2 samples = Sample2D(ShadowMap, shadowPos.xy / shadowPos.w).rg; return cShadowIntensity.y + cShadowIntensity.x * Chebyshev(samples, shadowPos.z/shadowPos.w); #endif } #ifdef POINTLIGHT float GetPointShadow(float3 lightVec) { float3 axis = SampleCube(FaceSelectCubeMap, 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 = SampleCube(IndirectionCubeMap, 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; 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]; return GetDirShadowFade(GetShadow(shadowPos), depth); } float GetDirShadowDeferred(float4 projWorldPos, float3 normal, float depth) { float4 shadowPos; #ifdef NORMALOFFSET float cosAngle = saturate(1.0 - dot(normal, cLightDirPS)); if (depth < cShadowSplits.x) shadowPos = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.x * normal, 1.0), cLightMatricesPS[0]); else if (depth < cShadowSplits.y) shadowPos = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.y * normal, 1.0), cLightMatricesPS[1]); else if (depth < cShadowSplits.z) shadowPos = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.z * normal, 1.0), cLightMatricesPS[2]); else shadowPos = mul(float4(projWorldPos.xyz + cosAngle * cNormalOffsetScalePS.w * normal, 1.0), 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]); else shadowPos = mul(projWorldPos, cLightMatricesPS[3]); #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, float3 normal, float depth) { #ifdef DIRLIGHT return GetDirShadowDeferred(projWorldPos, normal, depth); #else #ifdef NORMALOFFSET float cosAngle = saturate(1.0 - dot(normal, normalize(cLightPosPS.xyz - projWorldPos.xyz))); projWorldPos.xyz += cosAngle * cNormalOffsetScalePS.x * normal; #endif #ifdef SPOTLIGHT float4 shadowPos = mul(projWorldPos, cLightMatricesPS[1]); return GetShadow(shadowPos); #else float3 shadowPos = projWorldPos.xyz - cLightPosPS.xyz; return GetPointShadow(shadowPos); #endif #endif } #endif #endif