#include "Uniforms.hlsl" #include "Samplers.hlsl" #include "Transform.hlsl" #include "ScreenPos.hlsl" #include "Lighting.hlsl" #include "Constants.hlsl" #include "PBR.hlsl" #line 9 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 float2 iFragPos : VPOS, out float4 oColor : OUTCOLOR0) { // If rendering a directional light quad, optimize out the w divide #ifdef DIRLIGHT float3 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 const float4 albedoInput = Sample2DLod0(AlbedoBuffer, iScreenPos); const float4 normalInput = Sample2DLod0(NormalBuffer, iScreenPos); const float4 specularInput = Sample2DLod0(SpecMap, 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 const float4 albedoInput = Sample2DProj(AlbedoBuffer, iScreenPos); const float4 normalInput = Sample2DProj(NormalBuffer, iScreenPos); const float4 specularInput = Sample2DProj(SpecMap, iScreenPos); #endif // Position acquired via near/far ray is relative to camera. Bring position to world space float3 eyeVec = -worldPos; worldPos += cCameraPosPS; float3 normal = normalInput.rgb; const float roughness = length(normal); normal = normalize(normal); const float3 specColor = specularInput.rgb; const float4 projWorldPos = float4(worldPos, 1.0); float3 lightDir; float atten = 1; #if defined(DIRLIGHT) atten = GetAtten(normal, worldPos, lightDir); #elif defined(SPOTLIGHT) atten = GetAttenSpot(normal, worldPos, lightDir); #else atten = GetAttenPoint(normal, worldPos, lightDir); #endif float shadow = 1; #ifdef SHADOW shadow *= GetShadowDeferred(projWorldPos, normal, depth); #endif #if defined(SPOTLIGHT) const float4 spotPos = mul(projWorldPos, cLightMatricesPS[0]); const float3 lightColor = spotPos.w > 0.0 ? Sample2DProj(LightSpotMap, spotPos).rgb * cLightColor.rgb : 0.0; #elif defined(CUBEMASK) const float3 lightColor = texCUBE(sLightCubeMap, mul(worldPos - cLightPosPS.xyz, (float3x3)cLightMatricesPS[0])).rgb * cLightColor.rgb; #else const float3 lightColor = cLightColor.rgb; #endif const float3 toCamera = normalize(eyeVec); const float3 lightVec = normalize(lightDir); const float ndl = clamp(abs(dot(normal, lightVec)), M_EPSILON, 1.0); float3 BRDF = GetBRDF(worldPos, lightDir, lightVec, toCamera, normal, roughness, albedoInput.rgb, specColor); oColor.a = 1; oColor.rgb = BRDF * lightColor * shadow * atten / M_PI; }