Urho3D/bin/CoreData/Shaders/HLSL/PBRVegetation.hlsl
gleblebedev c4a8e9b098
Vegetation shader and technique bugfixes (#2659)
* Vegetation shader and technique bugfixes

* GLSL bug fix for vegetation shader

* pivot fixed

* Shaders fixed

* Text formatting
2020-07-14 04:08:32 +03:00

179 lines
5.1 KiB
HLSL

#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
uniform float cWindHeightFactor;
uniform float cWindHeightPivot;
uniform float cWindPeriod;
uniform float2 cWindWorldSpacing;
#ifdef WINDSTEMAXIS
uniform float3 cWindStemAxis;
#endif
#else
// D3D11 constant buffer
cbuffer CustomVS : register(b6)
{
float cWindHeightFactor;
float cWindHeightPivot;
float cWindPeriod;
float2 cWindWorldSpacing;
#ifdef WINDSTEMAXIS
float3 cWindStemAxis;
#endif
}
#endif
void VS(float4 iPos : POSITION,
#if !defined(BILLBOARD) && !defined(TRAILFACECAM)
float3 iNormal : NORMAL,
#endif
#ifndef NOUV
float2 iTexCoord : TEXCOORD0,
#endif
#ifdef VERTEXCOLOR
float4 iColor : COLOR0,
#endif
#if defined(LIGHTMAP) || defined(AO)
float2 iTexCoord2 : TEXCOORD1,
#endif
#if (defined(NORMALMAP) || defined(TRAILFACECAM) || defined(TRAILBONE)) && !defined(BILLBOARD) && !defined(DIRBILLBOARD)
float4 iTangent : TANGENT,
#endif
#ifdef SKINNED
float4 iBlendWeights : BLENDWEIGHT,
int4 iBlendIndices : BLENDINDICES,
#endif
#ifdef INSTANCED
float4x3 iModelInstance : TEXCOORD4,
#endif
#if defined(BILLBOARD) || defined(DIRBILLBOARD)
float2 iSize : TEXCOORD1,
#endif
#ifndef NORMALMAP
out float2 oTexCoord : TEXCOORD0,
#else
out float4 oTexCoord : TEXCOORD0,
out float4 oTangent : TEXCOORD3,
#endif
out float3 oNormal : TEXCOORD1,
out float4 oWorldPos : TEXCOORD2,
#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,
#ifdef ENVCUBEMAP
out float3 oReflectionVec : TEXCOORD6,
#endif
#if defined(LIGHTMAP) || defined(AO)
out float2 oTexCoord2 : TEXCOORD7,
#endif
#endif
#ifdef VERTEXCOLOR
out float4 oColor : COLOR0,
#endif
#if defined(D3D11) && defined(CLIPPLANE)
out float oClip : SV_CLIPDISTANCE0,
#endif
out float4 oPos : OUTPOSITION)
{
// Define a 0,0 UV coord if not expected from the vertex data
#ifdef NOUV
const float2 iTexCoord = float2(0.0, 0.0);
#endif
const float4x3 modelMatrix = iModelMatrix;
float3 worldPos = GetWorldPos(modelMatrix);
#ifdef WINDSTEMAXIS
float stemDistance = dot(iPos, cWindStemAxis);
#else
float stemDistance = iPos.y;
#endif
float windStrength = max(stemDistance - cWindHeightPivot, 0.0) * cWindHeightFactor;
float windPeriod = cElapsedTime * cWindPeriod + dot(worldPos.xz, cWindWorldSpacing);
worldPos.x += windStrength * sin(windPeriod);
worldPos.z -= windStrength * cos(windPeriod);
oPos = GetClipPos(worldPos);
oNormal = GetWorldNormal(modelMatrix);
oWorldPos = float4(worldPos, GetDepth(oPos));
#if defined(D3D11) && defined(CLIPPLANE)
oClip = dot(oPos, cClipPlane);
#endif
#ifdef VERTEXCOLOR
oColor = iColor;
#endif
#if defined(NORMALMAP)
const float4 tangent = GetWorldTangent(modelMatrix);
const float3 bitangent = cross(tangent.xyz, oNormal) * tangent.w;
oTexCoord = float4(GetTexCoord(iTexCoord), bitangent.xy);
oTangent = float4(tangent.xyz, bitangent.z);
#else
oTexCoord = GetTexCoord(iTexCoord);
#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
// Ambient & per-vertex lighting
#if defined(LIGHTMAP) || defined(AO)
// If using lightmap, disregard zone ambient light
// If using AO, calculate ambient in the PS
oVertexLight = float3(0.0, 0.0, 0.0);
oTexCoord2 = iTexCoord2;
#else
oVertexLight = GetAmbient(GetZonePos(worldPos));
#endif
#ifdef NUMVERTEXLIGHTS
for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
#endif
oScreenPos = GetScreenPos(oPos);
#ifdef ENVCUBEMAP
oReflectionVec = worldPos - cCameraPos;
#endif
#endif
}