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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #include "Fog.hlsl"
- void VS(float4 iPos : POSITION,
- 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 : TEXCOORD2,
- #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
- }
- void PS(float2 iTexCoord : TEXCOORD0,
- float4 iWorldPos: TEXCOORD2,
- #ifdef VERTEXCOLOR
- float4 iColor : COLOR0,
- #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
- #ifdef DIFFMAP
- float4 diffColor = cMatDiffColor * tex2D(sDiffMap, iTexCoord);
- #ifdef ALPHAMASK
- if (diffColor.a < 0.5)
- discard;
- #endif
- #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
- #if defined(PREPASS)
- // Fill light pre-pass G-Buffer
- oColor = float4(0.5, 0.5, 0.5, 1.0);
- oDepth = iWorldPos.w;
- #elif defined(DEFERRED)
- // Fill deferred G-buffer
- oColor = float4(GetFog(diffColor.rgb, fogFactor), diffColor.a);
- oAlbedo = float4(0.0, 0.0, 0.0, 0.0);
- oNormal = float4(0.5, 0.5, 0.5, 1.0);
- oDepth = iWorldPos.w;
- #else
- oColor = float4(GetFog(diffColor.rgb, fogFactor), diffColor.a);
- #endif
- }
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