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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #include "Lighting.hlsl"
- #include "Fog.hlsl"
- void VS(float4 iPos : POSITION,
- float3 iNormal : NORMAL,
- float2 iTexCoord : TEXCOORD0,
- #ifdef VERTEXCOLOR
- float4 iColor : COLOR0,
- #endif
- #ifdef SKINNED
- float4 iBlendWeights : BLENDWEIGHT,
- int4 iBlendIndices : BLENDINDICES,
- #endif
- #ifdef INSTANCED
- float4x3 iModelInstance : TEXCOORD2,
- #endif
- #ifdef BILLBOARD
- float2 iSize : TEXCOORD1,
- #endif
- out float2 oTexCoord : TEXCOORD0,
- out float4 oWorldPos : TEXCOORD3,
- #if 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,
- #endif
- #ifdef VERTEXCOLOR
- out float4 oColor : COLOR0,
- #endif
- out float4 oPos : POSITION)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- oTexCoord = GetTexCoord(iTexCoord);
- oWorldPos = float4(worldPos, GetDepth(oPos));
- #ifdef VERTEXCOLOR
- oColor = iColor;
- #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
- oVertexLight = GetAmbient(GetZonePos(worldPos));
- #ifdef NUMVERTEXLIGHTS
- for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
- oVertexLight += GetVertexLightVolumetric(i, worldPos) * cVertexLights[i * 3].rgb;
- #endif
- #endif
- }
- void PS(float2 iTexCoord : TEXCOORD0,
- float4 iWorldPos : TEXCOORD3,
- #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,
- #endif
- #ifdef VERTEXCOLOR
- float4 iColor : COLOR0,
- #endif
- out float4 oColor : COLOR0)
- {
- // Get material diffuse albedo
- #ifdef DIFFMAP
- float4 diffInput = tex2D(sDiffMap, iTexCoord);
- #ifdef ALPHAMASK
- if (diffInput.a < 0.5)
- discard;
- #endif
- float4 diffColor = cMatDiffColor * diffInput;
- #else
- float4 diffColor = cMatDiffColor;
- #endif
- #ifdef VERTEXCOLOR
- diffColor *= iColor;
- #endif
- // Get fog factor
- #ifdef HEIGHTFOG
- float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
- #else
- float fogFactor = GetFogFactor(iWorldPos.w);
- #endif
- #ifdef PERPIXEL
- // Per-pixel forward lighting
- float3 lightColor;
- float3 finalColor;
-
- float diff = GetDiffuseVolumetric(iWorldPos.xyz);
- #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
- finalColor = diff * lightColor * diffColor.rgb;
- oColor = float4(GetLitFog(finalColor, fogFactor), diffColor.a);
- #else
- // Ambient & per-vertex lighting
- float3 finalColor = iVertexLight * diffColor.rgb;
- oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
- #endif
- }
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