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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #include "ScreenPos.hlsl"
- #include "Lighting.hlsl"
- #include "Constants.hlsl"
- #include "PBR.hlsl"
- #line 9
- 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
- float2 iFragPos : VPOS,
- out float4 oColor : OUTCOLOR0)
- {
- // If rendering a directional light quad, optimize out the w divide
- #ifdef DIRLIGHT
- float3 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
- const float4 albedoInput = Sample2DLod0(AlbedoBuffer, iScreenPos);
- const float4 normalInput = Sample2DLod0(NormalBuffer, iScreenPos);
- const float4 specularInput = Sample2DLod0(SpecMap, 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
- const float4 albedoInput = Sample2DProj(AlbedoBuffer, iScreenPos);
- const float4 normalInput = Sample2DProj(NormalBuffer, iScreenPos);
- const float4 specularInput = Sample2DProj(SpecMap, iScreenPos);
- #endif
- // Position acquired via near/far ray is relative to camera. Bring position to world space
- float3 eyeVec = -worldPos;
- worldPos += cCameraPosPS;
- float3 normal = normalInput.rgb;
- const float roughness = length(normal);
- normal = normalize(normal);
- const float3 specColor = specularInput.rgb;
- const float4 projWorldPos = float4(worldPos, 1.0);
- float3 lightDir;
- float atten = 1;
- #if defined(DIRLIGHT)
- atten = GetAtten(normal, worldPos, lightDir);
- #elif defined(SPOTLIGHT)
- atten = GetAttenSpot(normal, worldPos, lightDir);
- #else
- atten = GetAttenPoint(normal, worldPos, lightDir);
- #endif
- float shadow = 1;
- #ifdef SHADOW
- shadow *= GetShadowDeferred(projWorldPos, normal, depth);
- #endif
- #if defined(SPOTLIGHT)
- const float4 spotPos = mul(projWorldPos, cLightMatricesPS[0]);
- const float3 lightColor = spotPos.w > 0.0 ? Sample2DProj(LightSpotMap, spotPos).rgb * cLightColor.rgb : 0.0;
- #elif defined(CUBEMASK)
- const float3 lightColor = texCUBE(sLightCubeMap, mul(worldPos - cLightPosPS.xyz, (float3x3)cLightMatricesPS[0])).rgb * cLightColor.rgb;
- #else
- const float3 lightColor = cLightColor.rgb;
- #endif
- const float3 toCamera = normalize(eyeVec);
- const float3 lightVec = normalize(lightDir);
- const float ndl = clamp(abs(dot(normal, lightVec)), M_EPSILON, 1.0);
- float3 BRDF = GetBRDF(worldPos, lightDir, lightVec, toCamera, normal, roughness, albedoInput.rgb, specColor);
- oColor.a = 1;
- oColor.rgb = BRDF * lightColor * shadow * atten / M_PI;
- }
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