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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Constants.hlsl"
- #include "Transform.hlsl"
- #include "ScreenPos.hlsl"
- #include "Lighting.hlsl"
- #include "Fog.hlsl"
- #include "PBR.hlsl"
- #include "IBL.hlsl"
- #ifndef D3D11
- // D3D9 uniforms and samplers
- #ifdef COMPILEVS
- uniform float2 cDetailTiling;
- #else
- sampler2D sWeightMap0 : register(s0);
- sampler2D sDetailMap1 : register(s1);
- sampler2D sDetailMap2 : register(s2);
- sampler2D sDetailMap3 : register(s3);
- #endif
- #else
- // D3D11 constant buffers and samplers
- #ifdef COMPILEVS
- cbuffer CustomVS : register(b6)
- {
- float2 cDetailTiling;
- }
- #else
- Texture2D tWeightMap0 : register(t0);
- Texture2D tDetailMap1 : register(t1);
- Texture2D tDetailMap2 : register(t2);
- Texture2D tDetailMap3 : register(t3);
- SamplerState sWeightMap0 : register(s0);
- SamplerState sDetailMap1 : register(s1);
- SamplerState sDetailMap2 : register(s2);
- SamplerState sDetailMap3 : register(s3);
- #endif
- #endif
- void VS(float4 iPos : POSITION,
- float3 iNormal : NORMAL,
- float2 iTexCoord : TEXCOORD0,
- #ifdef SKINNED
- float4 iBlendWeights : BLENDWEIGHT,
- int4 iBlendIndices : BLENDINDICES,
- #endif
- #ifdef INSTANCED
- float4x3 iModelInstance : TEXCOORD4,
- #endif
- #if defined(BILLBOARD) || defined(DIRBILLBOARD)
- 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
- #ifdef VERTEXCOLOR
- out float4 oColor : COLOR0,
- #endif
- #if defined(D3D11) && defined(CLIPPLANE)
- out float oClip : SV_CLIPDISTANCE0,
- #endif
- out float4 oPos : OUTPOSITION)
- {
- const float4x3 modelMatrix = iModelMatrix;
- const float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- oNormal = GetWorldNormal(modelMatrix);
- oWorldPos = float4(worldPos, GetDepth(oPos));
- oTexCoord = GetTexCoord(iTexCoord);
- oDetailTexCoord = cDetailTiling * oTexCoord;
- #if defined(D3D11) && defined(CLIPPLANE)
- oClip = dot(oPos, cClipPlane);
- #endif
- #ifdef PERPIXEL
- // Per-pixel forward lighting
- const float4 projWorldPos = float4(worldPos.xyz, 1.0);
- #ifdef SHADOW
- // Shadow projection: transform from world space to shadow space
- GetShadowPos(projWorldPos, oNormal, 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
- 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 POINTLIGHT
- float3 iCubeMaskVec : TEXCOORD5,
- #endif
- #else
- float3 iVertexLight : TEXCOORD4,
- float4 iScreenPos : TEXCOORD5,
- #endif
- #ifdef VERTEXCOLOR
- float4 iColor : COLOR0,
- #endif
- #if defined(D3D11) && defined(CLIPPLANE)
- float iClip : SV_CLIPDISTANCE0,
- #endif
- #ifdef PREPASS
- out float4 oDepth : OUTCOLOR1,
- #endif
- #ifdef DEFERRED
- out float4 oAlbedo : OUTCOLOR1,
- out float4 oNormal : OUTCOLOR2,
- out float4 oDepth : OUTCOLOR3,
- #ifndef D3D11
- float2 iFragPos : VPOS,
- #else
- float4 iFragPos : SV_Position,
- #endif
- #endif
- out float4 oColor : OUTCOLOR0)
- {
- // Get material diffuse albedo
- float3 weights = Sample2D(WeightMap0, iTexCoord).rgb;
- float sumWeights = weights.r + weights.g + weights.b;
- weights /= sumWeights;
- float4 diffColor = cMatDiffColor * (
- weights.r * Sample2D(DetailMap1, iDetailTexCoord) +
- weights.g * Sample2D(DetailMap2, iDetailTexCoord) +
- weights.b * Sample2D(DetailMap3, iDetailTexCoord)
- );
- // Get material specular albedo
- #ifdef METALLIC // METALNESS
- float4 roughMetalSrc = Sample2D(RoughMetalFresnel, iTexCoord.xy);
- float roughness = roughMetalSrc.r + cRoughness;
- float metalness = roughMetalSrc.g + cMetallic;
- #else
- float roughness = cRoughness;
- float metalness = cMetallic;
- #endif
- roughness *= roughness;
- roughness = clamp(roughness, ROUGHNESS_FLOOR, 1.0);
- metalness = clamp(metalness, METALNESS_FLOOR, 1.0);
- float3 specColor = lerp(0.08 * cMatSpecColor.rgb, diffColor.rgb, metalness);
- diffColor.rgb = diffColor.rgb - diffColor.rgb * metalness; // Modulate down the diffuse
- // Get normal
- const float3 normal = normalize(iNormal);
- // Get fog factor
- #ifdef HEIGHTFOG
- const float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
- #else
- const float fogFactor = GetFogFactor(iWorldPos.w);
- #endif
- #if defined(PERPIXEL)
- // Per-pixel forward lighting
- float3 lightDir;
- float3 lightColor;
- float3 finalColor;
- float atten = 1;
- #if defined(DIRLIGHT)
- atten = GetAtten(normal, iWorldPos.xyz, lightDir);
- #elif defined(SPOTLIGHT)
- atten = GetAttenSpot(normal, iWorldPos.xyz, lightDir);
- #else
- atten = GetAttenPoint(normal, iWorldPos.xyz, lightDir);
- #endif
- float shadow = 1.0;
- #ifdef SHADOW
- shadow *= GetShadow(iShadowPos, iWorldPos.w);
- #endif
- #if defined(SPOTLIGHT)
- lightColor = iSpotPos.w > 0.0 ? Sample2DProj(LightSpotMap, iSpotPos).rgb * cLightColor.rgb : 0.0;
- #elif defined(CUBEMASK)
- lightColor = SampleCube(LightCubeMap, iCubeMaskVec).rgb * cLightColor.rgb;
- #else
- lightColor = cLightColor.rgb;
- #endif
- const float3 toCamera = normalize(cCameraPosPS - iWorldPos.xyz);
- const float3 lightVec = normalize(lightDir);
- const float ndl = clamp((dot(normal, lightVec)), M_EPSILON, 1.0);
- float3 BRDF = GetBRDF(iWorldPos.xyz, lightDir, lightVec, toCamera, normal, roughness, diffColor.rgb, specColor);
- finalColor.rgb = BRDF * lightColor * (atten * shadow) / M_PI;
- #ifdef AMBIENT
- finalColor += cAmbientColor.rgb * diffColor.rgb;
- finalColor += cMatEmissiveColor;
- oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
- #else
- oColor = float4(GetLitFog(finalColor, fogFactor), diffColor.a);
- #endif
- #elif defined(DEFERRED)
- // Fill deferred G-buffer
- const float3 spareData = 0; // Can be used to pass more data to deferred renderer
- oColor = float4(specColor, spareData.r);
- oAlbedo = float4(diffColor.rgb, spareData.g);
- oNormal = float4(normalize(normal) * roughness, spareData.b);
- 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 * Sample2DProj(LightBuffer, iScreenPos);
- float3 lightSpecColor = lightInput.a * lightInput.rgb / max(GetIntensity(lightInput.rgb), 0.001);
- finalColor += lightInput.rgb * diffColor.rgb + lightSpecColor * specColor;
- #endif
- const float3 toCamera = normalize(iWorldPos.xyz - cCameraPosPS);
- const float3 reflection = normalize(reflect(toCamera, normal));
- float3 cubeColor = iVertexLight.rgb;
- #ifdef IBL
- const float3 iblColor = ImageBasedLighting(reflection, normal, toCamera, diffColor, specColor, roughness, cubeColor);
- finalColor += iblColor;
- #endif
- finalColor += cMatEmissiveColor;
- oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
- #endif
- }
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