LitParticle.hlsl 3.1 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 oLightVec : TEXCOORD1,
  24. #ifdef SPOTLIGHT
  25. out float4 oSpotPos : TEXCOORD2,
  26. #endif
  27. #ifdef POINTLIGHT
  28. out float3 oCubeMaskVec : TEXCOORD2,
  29. #endif
  30. #ifdef VERTEXCOLOR
  31. out float4 oColor : COLOR0,
  32. #endif
  33. out float4 oPos : POSITION)
  34. {
  35. float4x3 modelMatrix = iModelMatrix;
  36. float3 worldPos = GetWorldPos(modelMatrix);
  37. oPos = GetClipPos(worldPos);
  38. oTexCoord = GetTexCoord(iTexCoord);
  39. #ifdef VERTEXCOLOR
  40. oColor = iColor;
  41. #endif
  42. float4 projWorldPos = float4(worldPos, 1.0);
  43. #ifdef DIRLIGHT
  44. oLightVec = float4(cLightDir, GetDepth(oPos));
  45. #else
  46. oLightVec = float4((cLightPos.xyz - worldPos) * cLightPos.w, GetDepth(oPos));
  47. #endif
  48. #ifdef SPOTLIGHT
  49. // Spotlight projection: transform from world space to projector texture coordinates
  50. oSpotPos = mul(projWorldPos, cLightMatrices[0]);
  51. #endif
  52. #ifdef POINTLIGHT
  53. oCubeMaskVec = mul(oLightVec.xyz, (float3x3)cLightMatrices[0]);
  54. #endif
  55. }
  56. void PS(float2 iTexCoord : TEXCOORD0,
  57. float4 iLightVec : TEXCOORD1,
  58. #ifdef SPOTLIGHT
  59. float4 iSpotPos : TEXCOORD2,
  60. #endif
  61. #ifdef CUBEMASK
  62. float3 iCubeMaskVec : TEXCOORD2,
  63. #endif
  64. #ifdef VERTEXCOLOR
  65. float4 iColor : COLOR0,
  66. #endif
  67. out float4 oColor : COLOR0)
  68. {
  69. #ifdef DIFFMAP
  70. float4 diffInput = tex2D(sDiffMap, iTexCoord);
  71. #ifdef ALPHAMASK
  72. if (diffInput.a < 0.5)
  73. discard;
  74. #endif
  75. float4 diffColor = cMatDiffColor * diffInput;
  76. #else
  77. float4 diffColor = cMatDiffColor;
  78. #endif
  79. #ifdef VERTEXCOLOR
  80. diffColor *= iColor;
  81. #endif
  82. float3 lightColor;
  83. float3 finalColor;
  84. float diff;
  85. #ifdef DIRLIGHT
  86. diff = GetDiffuseDirVolumetric();
  87. #else
  88. diff = GetDiffusePointOrSpotVolumetric(iLightVec.xyz);
  89. #endif
  90. #if defined(SPOTLIGHT)
  91. lightColor = iSpotPos.w > 0.0 ? tex2Dproj(sLightSpotMap, iSpotPos).rgb * cLightColor.rgb : 0.0;
  92. #elif defined(CUBEMASK)
  93. lightColor = texCUBE(sLightCubeMap, iCubeMaskVec).rgb * cLightColor.rgb;
  94. #else
  95. lightColor = cLightColor.rgb;
  96. #endif
  97. finalColor = diff * lightColor * diffColor.rgb;
  98. #ifdef AMBIENT
  99. finalColor += cAmbientColor * diffColor.rgb;
  100. oColor = float4(GetFog(finalColor, iLightVec.w), diffColor.a);
  101. #else
  102. oColor = float4(GetLitFog(finalColor, iLightVec.w), diffColor.a);
  103. #endif
  104. }