LitParticle.hlsl 4.3 KB

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  1. #include "Uniforms.hlsl"
  2. #include "Samplers.hlsl"
  3. #include "Transform.hlsl"
  4. #include "Lighting.hlsl"
  5. #include "Fog.hlsl"
  6. void VS(float4 iPos : POSITION,
  7. float3 iNormal : NORMAL,
  8. float2 iTexCoord : TEXCOORD0,
  9. #ifdef VERTEXCOLOR
  10. float4 iColor : COLOR0,
  11. #endif
  12. #ifdef SKINNED
  13. float4 iBlendWeights : BLENDWEIGHT,
  14. int4 iBlendIndices : BLENDINDICES,
  15. #endif
  16. #ifdef INSTANCED
  17. float4x3 iModelInstance : TEXCOORD2,
  18. #endif
  19. #ifdef BILLBOARD
  20. float2 iSize : TEXCOORD1,
  21. #endif
  22. out float2 oTexCoord : TEXCOORD0,
  23. out float4 oWorldPos : TEXCOORD3,
  24. #if PERPIXEL
  25. #ifdef SHADOW
  26. out float4 oShadowPos[NUMCASCADES] : TEXCOORD4,
  27. #endif
  28. #ifdef SPOTLIGHT
  29. out float4 oSpotPos : TEXCOORD5,
  30. #endif
  31. #ifdef POINTLIGHT
  32. out float3 oCubeMaskVec : TEXCOORD5,
  33. #endif
  34. #else
  35. out float3 oVertexLight : TEXCOORD4,
  36. #endif
  37. #ifdef VERTEXCOLOR
  38. out float4 oColor : COLOR0,
  39. #endif
  40. out float4 oPos : POSITION)
  41. {
  42. float4x3 modelMatrix = iModelMatrix;
  43. float3 worldPos = GetWorldPos(modelMatrix);
  44. oPos = GetClipPos(worldPos);
  45. oTexCoord = GetTexCoord(iTexCoord);
  46. oWorldPos = float4(worldPos, GetDepth(oPos));
  47. #ifdef VERTEXCOLOR
  48. oColor = iColor;
  49. #endif
  50. #ifdef PERPIXEL
  51. // Per-pixel forward lighting
  52. float4 projWorldPos = float4(worldPos.xyz, 1.0);
  53. #ifdef SHADOW
  54. // Shadow projection: transform from world space to shadow space
  55. GetShadowPos(projWorldPos, oShadowPos);
  56. #endif
  57. #ifdef SPOTLIGHT
  58. // Spotlight projection: transform from world space to projector texture coordinates
  59. oSpotPos = mul(projWorldPos, cLightMatrices[0]);
  60. #endif
  61. #ifdef POINTLIGHT
  62. oCubeMaskVec = mul(worldPos - cLightPos.xyz, (float3x3)cLightMatrices[0]);
  63. #endif
  64. #else
  65. // Ambient & per-vertex lighting
  66. oVertexLight = GetAmbient(GetZonePos(worldPos));
  67. #ifdef NUMVERTEXLIGHTS
  68. for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
  69. oVertexLight += GetVertexLightVolumetric(i, worldPos) * cVertexLights[i * 3].rgb;
  70. #endif
  71. #endif
  72. }
  73. void PS(float2 iTexCoord : TEXCOORD0,
  74. float4 iWorldPos : TEXCOORD3,
  75. #ifdef PERPIXEL
  76. #ifdef SHADOW
  77. float4 iShadowPos[NUMCASCADES] : TEXCOORD4,
  78. #endif
  79. #ifdef SPOTLIGHT
  80. float4 iSpotPos : TEXCOORD5,
  81. #endif
  82. #ifdef CUBEMASK
  83. float3 iCubeMaskVec : TEXCOORD5,
  84. #endif
  85. #else
  86. float3 iVertexLight : TEXCOORD4,
  87. #endif
  88. #ifdef VERTEXCOLOR
  89. float4 iColor : COLOR0,
  90. #endif
  91. out float4 oColor : COLOR0)
  92. {
  93. // Get material diffuse albedo
  94. #ifdef DIFFMAP
  95. float4 diffInput = tex2D(sDiffMap, iTexCoord);
  96. #ifdef ALPHAMASK
  97. if (diffInput.a < 0.5)
  98. discard;
  99. #endif
  100. float4 diffColor = cMatDiffColor * diffInput;
  101. #else
  102. float4 diffColor = cMatDiffColor;
  103. #endif
  104. #ifdef VERTEXCOLOR
  105. diffColor *= iColor;
  106. #endif
  107. // Get fog factor
  108. #ifdef HEIGHTFOG
  109. float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
  110. #else
  111. float fogFactor = GetFogFactor(iWorldPos.w);
  112. #endif
  113. #ifdef PERPIXEL
  114. // Per-pixel forward lighting
  115. float3 lightColor;
  116. float3 finalColor;
  117. float diff = GetDiffuseVolumetric(iWorldPos.xyz);
  118. #ifdef SHADOW
  119. diff *= GetShadow(iShadowPos, iWorldPos.w);
  120. #endif
  121. #if defined(SPOTLIGHT)
  122. lightColor = iSpotPos.w > 0.0 ? tex2Dproj(sLightSpotMap, iSpotPos).rgb * cLightColor.rgb : 0.0;
  123. #elif defined(CUBEMASK)
  124. lightColor = texCUBE(sLightCubeMap, iCubeMaskVec).rgb * cLightColor.rgb;
  125. #else
  126. lightColor = cLightColor.rgb;
  127. #endif
  128. finalColor = diff * lightColor * diffColor.rgb;
  129. oColor = float4(GetLitFog(finalColor, fogFactor), diffColor.a);
  130. #else
  131. // Ambient & per-vertex lighting
  132. float3 finalColor = iVertexLight * diffColor.rgb;
  133. oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
  134. #endif
  135. }