#include "Uniforms.hlsl" #include "Samplers.hlsl" #include "Constants.hlsl" #include "Transform.hlsl" #include "ScreenPos.hlsl" #include "Lighting.hlsl" #include "Fog.hlsl" #include "PBR.hlsl" #include "IBL.hlsl" #ifndef D3D11 // D3D9 uniforms and samplers #ifdef COMPILEVS uniform float2 cDetailTiling; #else sampler2D sWeightMap0 : register(s0); sampler2D sDetailMap1 : register(s1); sampler2D sDetailMap2 : register(s2); sampler2D sDetailMap3 : register(s3); #endif #else // D3D11 constant buffers and samplers #ifdef COMPILEVS cbuffer CustomVS : register(b6) { float2 cDetailTiling; } #else Texture2D tWeightMap0 : register(t0); Texture2D tDetailMap1 : register(t1); Texture2D tDetailMap2 : register(t2); Texture2D tDetailMap3 : register(t3); SamplerState sWeightMap0 : register(s0); SamplerState sDetailMap1 : register(s1); SamplerState sDetailMap2 : register(s2); SamplerState sDetailMap3 : register(s3); #endif #endif void VS(float4 iPos : POSITION, float3 iNormal : NORMAL, float2 iTexCoord : TEXCOORD0, #ifdef SKINNED float4 iBlendWeights : BLENDWEIGHT, int4 iBlendIndices : BLENDINDICES, #endif #ifdef INSTANCED float4x3 iModelInstance : TEXCOORD4, #endif #if defined(BILLBOARD) || defined(DIRBILLBOARD) float2 iSize : TEXCOORD1, #endif out float2 oTexCoord : TEXCOORD0, out float3 oNormal : TEXCOORD1, out float4 oWorldPos : TEXCOORD2, out float2 oDetailTexCoord : TEXCOORD3, #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, #endif #ifdef VERTEXCOLOR out float4 oColor : COLOR0, #endif #if defined(D3D11) && defined(CLIPPLANE) out float oClip : SV_CLIPDISTANCE0, #endif out float4 oPos : OUTPOSITION) { const float4x3 modelMatrix = iModelMatrix; const float3 worldPos = GetWorldPos(modelMatrix); oPos = GetClipPos(worldPos); oNormal = GetWorldNormal(modelMatrix); oWorldPos = float4(worldPos, GetDepth(oPos)); oTexCoord = GetTexCoord(iTexCoord); oDetailTexCoord = cDetailTiling * oTexCoord; #if defined(D3D11) && defined(CLIPPLANE) oClip = dot(oPos, cClipPlane); #endif #ifdef PERPIXEL // Per-pixel forward lighting const float4 projWorldPos = float4(worldPos.xyz, 1.0); #ifdef SHADOW // Shadow projection: transform from world space to shadow space GetShadowPos(projWorldPos, oNormal, 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 oVertexLight = GetAmbient(GetZonePos(worldPos)); #ifdef NUMVERTEXLIGHTS for (int i = 0; i < NUMVERTEXLIGHTS; ++i) oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb; #endif oScreenPos = GetScreenPos(oPos); #endif } void PS( float2 iTexCoord : TEXCOORD0, float3 iNormal : TEXCOORD1, float4 iWorldPos : TEXCOORD2, float2 iDetailTexCoord : TEXCOORD3, #ifdef PERPIXEL #ifdef SHADOW float4 iShadowPos[NUMCASCADES] : TEXCOORD4, #endif #ifdef SPOTLIGHT float4 iSpotPos : TEXCOORD5, #endif #ifdef POINTLIGHT float3 iCubeMaskVec : TEXCOORD5, #endif #else float3 iVertexLight : TEXCOORD4, float4 iScreenPos : TEXCOORD5, #endif #ifdef VERTEXCOLOR float4 iColor : COLOR0, #endif #if defined(D3D11) && defined(CLIPPLANE) float iClip : SV_CLIPDISTANCE0, #endif #ifdef PREPASS out float4 oDepth : OUTCOLOR1, #endif #ifdef DEFERRED out float4 oAlbedo : OUTCOLOR1, out float4 oNormal : OUTCOLOR2, out float4 oDepth : OUTCOLOR3, #ifndef D3D11 float2 iFragPos : VPOS, #else float4 iFragPos : SV_Position, #endif #endif out float4 oColor : OUTCOLOR0) { // Get material diffuse albedo float3 weights = Sample2D(WeightMap0, iTexCoord).rgb; float sumWeights = weights.r + weights.g + weights.b; weights /= sumWeights; float4 diffColor = cMatDiffColor * ( weights.r * Sample2D(DetailMap1, iDetailTexCoord) + weights.g * Sample2D(DetailMap2, iDetailTexCoord) + weights.b * Sample2D(DetailMap3, iDetailTexCoord) ); // Get material specular albedo #ifdef METALLIC // METALNESS float4 roughMetalSrc = Sample2D(RoughMetalFresnel, iTexCoord.xy); float roughness = roughMetalSrc.r + cRoughness; float metalness = roughMetalSrc.g + cMetallic; #else float roughness = cRoughness; float metalness = cMetallic; #endif roughness *= roughness; roughness = clamp(roughness, ROUGHNESS_FLOOR, 1.0); metalness = clamp(metalness, METALNESS_FLOOR, 1.0); float3 specColor = lerp(0.08 * cMatSpecColor.rgb, diffColor.rgb, metalness); diffColor.rgb = diffColor.rgb - diffColor.rgb * metalness; // Modulate down the diffuse // Get normal const float3 normal = normalize(iNormal); // Get fog factor #ifdef HEIGHTFOG const float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y); #else const float fogFactor = GetFogFactor(iWorldPos.w); #endif #if defined(PERPIXEL) // Per-pixel forward lighting float3 lightDir; float3 lightColor; float3 finalColor; float atten = 1; #if defined(DIRLIGHT) atten = GetAtten(normal, iWorldPos.xyz, lightDir); #elif defined(SPOTLIGHT) atten = GetAttenSpot(normal, iWorldPos.xyz, lightDir); #else atten = GetAttenPoint(normal, iWorldPos.xyz, lightDir); #endif float shadow = 1.0; #ifdef SHADOW shadow *= GetShadow(iShadowPos, iWorldPos.w); #endif #if defined(SPOTLIGHT) lightColor = iSpotPos.w > 0.0 ? Sample2DProj(LightSpotMap, iSpotPos).rgb * cLightColor.rgb : 0.0; #elif defined(CUBEMASK) lightColor = SampleCube(LightCubeMap, iCubeMaskVec).rgb * cLightColor.rgb; #else lightColor = cLightColor.rgb; #endif const float3 toCamera = normalize(cCameraPosPS - iWorldPos.xyz); const float3 lightVec = normalize(lightDir); const float ndl = clamp((dot(normal, lightVec)), M_EPSILON, 1.0); float3 BRDF = GetBRDF(iWorldPos.xyz, lightDir, lightVec, toCamera, normal, roughness, diffColor.rgb, specColor); finalColor.rgb = BRDF * lightColor * (atten * shadow) / M_PI; #ifdef AMBIENT finalColor += cAmbientColor.rgb * diffColor.rgb; finalColor += cMatEmissiveColor; oColor = float4(GetFog(finalColor, fogFactor), diffColor.a); #else oColor = float4(GetLitFog(finalColor, fogFactor), diffColor.a); #endif #elif defined(DEFERRED) // Fill deferred G-buffer const float3 spareData = 0; // Can be used to pass more data to deferred renderer oColor = float4(specColor, spareData.r); oAlbedo = float4(diffColor.rgb, spareData.g); oNormal = float4(normalize(normal) * roughness, spareData.b); oDepth = iWorldPos.w; #else // Ambient & per-vertex lighting float3 finalColor = iVertexLight * diffColor.rgb; #ifdef MATERIAL // Add light pre-pass accumulation result // Lights are accumulated at half intensity. Bring back to full intensity now float4 lightInput = 2.0 * Sample2DProj(LightBuffer, iScreenPos); float3 lightSpecColor = lightInput.a * lightInput.rgb / max(GetIntensity(lightInput.rgb), 0.001); finalColor += lightInput.rgb * diffColor.rgb + lightSpecColor * specColor; #endif const float3 toCamera = normalize(iWorldPos.xyz - cCameraPosPS); const float3 reflection = normalize(reflect(toCamera, normal)); float3 cubeColor = iVertexLight.rgb; #ifdef IBL const float3 iblColor = ImageBasedLighting(reflection, normal, toCamera, diffColor, specColor, roughness, cubeColor); finalColor += iblColor; #endif finalColor += cMatEmissiveColor; oColor = float4(GetFog(finalColor, fogFactor), diffColor.a); #endif }