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