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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #include "ScreenPos.hlsl"
- #include "Lighting.hlsl"
- #include "Fog.hlsl"
- // When rendering a shadowed point light, disable specular calculations on Shader Model 2 to avoid exceeding the instruction limit
- #if !defined(SM3) && defined(SHADOW) && defined(POINTLIGHT)
- #undef SPECULAR
- #endif
- sampler2D sWeightMap0 : register(S0);
- sampler2D sDetailMap1 : register(S1);
- sampler2D sDetailMap2 : register(S2);
- sampler2D sDetailMap3 : register(S3);
- uniform float2 cDetailTiling;
- void VS(float4 iPos : POSITION,
- float3 iNormal : NORMAL,
- float2 iTexCoord : TEXCOORD0,
- #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 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
- out float4 oPos : POSITION)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- oNormal = GetWorldNormal(modelMatrix);
- oWorldPos = float4(worldPos, GetDepth(oPos));
- oTexCoord = GetTexCoord(iTexCoord);
- oDetailTexCoord = cDetailTiling * oTexCoord;
- #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 += 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 CUBEMASK
- float3 iCubeMaskVec : TEXCOORD5,
- #endif
- #else
- float3 iVertexLight : TEXCOORD4,
- float4 iScreenPos : TEXCOORD5,
- #endif
- #ifdef PREPASS
- out float4 oDepth : COLOR1,
- #endif
- #ifdef DEFERRED
- out float4 oAlbedo : COLOR1,
- out float4 oNormal : COLOR2,
- out float4 oDepth : COLOR3,
- #endif
- out float4 oColor : COLOR0)
- {
- // Get material diffuse albedo
- float3 weights = tex2D(sWeightMap0, iTexCoord).rgb;
- float sumWeights = weights.r + weights.g + weights.b;
- weights /= sumWeights;
- float4 diffColor = cMatDiffColor * (
- weights.r * tex2D(sDetailMap1, iDetailTexCoord) +
- weights.g * tex2D(sDetailMap2, iDetailTexCoord) +
- weights.b * tex2D(sDetailMap3, iDetailTexCoord)
- );
- // Get material specular albedo
- float3 specColor = cMatSpecColor.rgb;
- // Get normal
- float3 normal = normalize(iNormal);
- // Get fog factor
- #ifdef HEIGHTFOG
- float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
- #else
- float fogFactor = GetFogFactor(iWorldPos.w);
- #endif
- #if defined(PERPIXEL)
- // Per-pixel forward lighting
- float3 lightDir;
- float3 lightColor;
- float3 finalColor;
-
- float diff = GetDiffuse(normal, iWorldPos.xyz, lightDir);
- #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
-
- #ifdef SPECULAR
- float spec = GetSpecular(normal, cCameraPosPS - iWorldPos.xyz, lightDir, cMatSpecColor.a);
- finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.a);
- #else
- finalColor = diff * lightColor * diffColor.rgb;
- #endif
- #ifdef AMBIENT
- finalColor += cAmbientColor * diffColor.rgb;
- finalColor += cMatEmissiveColor;
- oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
- #else
- oColor = float4(GetLitFog(finalColor, fogFactor), diffColor.a);
- #endif
- #elif defined(PREPASS)
- // Fill light pre-pass G-Buffer
- float specPower = cMatSpecColor.a / 255.0;
- oColor = float4(normal * 0.5 + 0.5, specPower);
- oDepth = iWorldPos.w;
- #elif defined(DEFERRED)
- // Fill deferred G-buffer
- float specIntensity = specColor.g;
- float specPower = cMatSpecColor.a / 255.0;
- float3 finalColor = iVertexLight * diffColor.rgb;
- oColor = float4(GetFog(finalColor, fogFactor), 1.0);
- oAlbedo = fogFactor * float4(diffColor.rgb, specIntensity);
- oNormal = float4(normal * 0.5 + 0.5, specPower);
- 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 * tex2Dproj(sLightBuffer, iScreenPos);
- float3 lightSpecColor = lightInput.a * (lightInput.rgb / GetIntensity(lightInput.rgb));
- finalColor += lightInput.rgb * diffColor.rgb + lightSpecColor * specColor;
- #endif
- oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
- #endif
- }
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