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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #include "ScreenPos.hlsl"
- #include "Lighting.hlsl"
- void VS(float4 iPos : POSITION,
- #ifdef DIRLIGHT
- out float2 oScreenPos : TEXCOORD0,
- #else
- out float4 oScreenPos : TEXCOORD0,
- #endif
- out float3 oFarRay : TEXCOORD1,
- #ifdef ORTHO
- out float3 oNearRay : TEXCOORD2,
- #endif
- out float4 oPos : OUTPOSITION)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- #ifdef DIRLIGHT
- oScreenPos = GetScreenPosPreDiv(oPos);
- oFarRay = GetFarRay(oPos);
- #ifdef ORTHO
- oNearRay = GetNearRay(oPos);
- #endif
- #else
- oScreenPos = GetScreenPos(oPos);
- oFarRay = GetFarRay(oPos) * oPos.w;
- #ifdef ORTHO
- oNearRay = GetNearRay(oPos) * oPos.w;
- #endif
- #endif
- }
- void PS(
- #ifdef DIRLIGHT
- float2 iScreenPos : TEXCOORD0,
- #else
- float4 iScreenPos : TEXCOORD0,
- #endif
- float3 iFarRay : TEXCOORD1,
- #ifdef ORTHO
- float3 iNearRay : TEXCOORD2,
- #endif
- out float4 oColor : OUTCOLOR0)
- {
- // If rendering a directional light quad, optimize out the w divide
- #ifdef DIRLIGHT
- float depth = Sample2DLod0(DepthBuffer, iScreenPos).r;
- #ifdef HWDEPTH
- depth = ReconstructDepth(depth);
- #endif
- #ifdef ORTHO
- float3 worldPos = lerp(iNearRay, iFarRay, depth);
- #else
- float3 worldPos = iFarRay * depth;
- #endif
- float4 normalInput = Sample2DLod0(NormalBuffer, iScreenPos);
- #else
- float depth = Sample2DProj(DepthBuffer, iScreenPos).r;
- #ifdef HWDEPTH
- depth = ReconstructDepth(depth);
- #endif
- #ifdef ORTHO
- float3 worldPos = lerp(iNearRay, iFarRay, depth) / iScreenPos.w;
- #else
- float3 worldPos = iFarRay * depth / iScreenPos.w;
- #endif
- float4 normalInput = Sample2DProj(NormalBuffer, iScreenPos);
- #endif
- // Position acquired via near/far ray is relative to camera. Bring position to world space
- float3 eyeVec = -worldPos;
- worldPos += cCameraPosPS;
- float3 normal = normalize(normalInput.rgb * 2.0 - 1.0);
- float4 projWorldPos = float4(worldPos, 1.0);
- float3 lightColor;
- float3 lightDir;
- // Accumulate light at half intensity to allow 2x "overburn"
- float diff = 0.5 * GetDiffuse(normal, worldPos, lightDir);
- #ifdef SHADOW
- diff *= GetShadowDeferred(projWorldPos, normal, depth);
- #endif
- #if defined(SPOTLIGHT)
- float4 spotPos = mul(projWorldPos, cLightMatricesPS[0]);
- lightColor = spotPos.w > 0.0 ? Sample2DProj(LightSpotMap, spotPos).rgb * cLightColor.rgb : 0.0;
- #elif defined(CUBEMASK)
- lightColor = texCUBE(sLightCubeMap, mul(worldPos - cLightPosPS.xyz, (float3x3)cLightMatricesPS[0])).rgb * cLightColor.rgb;
- #else
- lightColor = cLightColor.rgb;
- #endif
- #ifdef SPECULAR
- float spec = lightColor.g * GetSpecular(normal, eyeVec, lightDir, normalInput.a * 255.0);
- oColor = diff * float4(lightColor, spec * cLightColor.a);
- #else
- oColor = diff * float4(lightColor, 0.0);
- #endif
- }
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