113 lines
3.1 KiB
HLSL
113 lines
3.1 KiB
HLSL
#include "Uniforms.hlsl"
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#include "Samplers.hlsl"
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#include "Transform.hlsl"
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#include "Fog.hlsl"
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void VS(float4 iPos : POSITION,
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#ifndef NOUV
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float2 iTexCoord : TEXCOORD0,
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#endif
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#ifdef VERTEXCOLOR
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float4 iColor : COLOR0,
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#endif
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#ifdef SKINNED
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float4 iBlendWeights : BLENDWEIGHT,
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int4 iBlendIndices : BLENDINDICES,
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#endif
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#ifdef INSTANCED
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float4x3 iModelInstance : TEXCOORD4,
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#endif
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#if defined(BILLBOARD) || defined(DIRBILLBOARD)
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float2 iSize : TEXCOORD1,
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#endif
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#if defined(DIRBILLBOARD) || defined(TRAILBONE)
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float3 iNormal : NORMAL,
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#endif
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#if defined(TRAILFACECAM) || defined(TRAILBONE)
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float4 iTangent : TANGENT,
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#endif
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out float2 oTexCoord : TEXCOORD0,
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out float4 oWorldPos : TEXCOORD2,
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#ifdef VERTEXCOLOR
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out float4 oColor : COLOR0,
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#endif
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#if defined(D3D11) && defined(CLIPPLANE)
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out float oClip : SV_CLIPDISTANCE0,
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#endif
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out float4 oPos : OUTPOSITION)
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{
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// Define a 0,0 UV coord if not expected from the vertex data
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#ifdef NOUV
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float2 iTexCoord = float2(0.0, 0.0);
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#endif
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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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oTexCoord = GetTexCoord(iTexCoord);
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oWorldPos = float4(worldPos, GetDepth(oPos));
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#if defined(D3D11) && defined(CLIPPLANE)
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oClip = dot(oPos, cClipPlane);
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#endif
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#ifdef VERTEXCOLOR
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oColor = iColor;
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#endif
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}
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void PS(float2 iTexCoord : TEXCOORD0,
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float4 iWorldPos: TEXCOORD2,
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#ifdef VERTEXCOLOR
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float4 iColor : COLOR0,
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#endif
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#if defined(D3D11) && defined(CLIPPLANE)
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float iClip : SV_CLIPDISTANCE0,
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#endif
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#ifdef PREPASS
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out float4 oDepth : OUTCOLOR1,
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#endif
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#ifdef DEFERRED
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out float4 oAlbedo : OUTCOLOR1,
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out float4 oNormal : OUTCOLOR2,
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out float4 oDepth : OUTCOLOR3,
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#endif
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out float4 oColor : OUTCOLOR0)
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{
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// Get material diffuse albedo
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#ifdef DIFFMAP
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float4 diffColor = cMatDiffColor * Sample2D(DiffMap, iTexCoord);
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#ifdef ALPHAMASK
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if (diffColor.a < 0.5)
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discard;
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#endif
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#else
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float4 diffColor = cMatDiffColor;
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#endif
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#ifdef VERTEXCOLOR
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diffColor *= iColor;
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#endif
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// Get fog factor
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#ifdef HEIGHTFOG
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float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
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#else
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float fogFactor = GetFogFactor(iWorldPos.w);
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#endif
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#if defined(PREPASS)
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// Fill light pre-pass G-Buffer
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oColor = float4(0.5, 0.5, 0.5, 1.0);
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oDepth = iWorldPos.w;
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#elif defined(DEFERRED)
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// Fill deferred G-buffer
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oColor = float4(GetFog(diffColor.rgb, fogFactor), diffColor.a);
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oAlbedo = float4(0.0, 0.0, 0.0, 0.0);
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oNormal = float4(0.5, 0.5, 0.5, 1.0);
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oDepth = iWorldPos.w;
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#else
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oColor = float4(GetFog(diffColor.rgb, fogFactor), diffColor.a);
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#endif
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}
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