Urho3D/bin/CoreData/Shaders/HLSL/DeferredLight.hlsl

107 lines
3.4 KiB
HLSL

#include "Uniforms.hlsl"
#include "Samplers.hlsl"
#include "Transform.hlsl"
#include "ScreenPos.hlsl"
#include "Lighting.hlsl"
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
out float4 oColor : OUTCOLOR0)
{
// If rendering a directional light quad, optimize out the w divide
#ifdef DIRLIGHT
float 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
float4 albedoInput = Sample2DLod0(AlbedoBuffer, iScreenPos);
float4 normalInput = Sample2DLod0(NormalBuffer, 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
float4 albedoInput = Sample2DProj(AlbedoBuffer, iScreenPos);
float4 normalInput = Sample2DProj(NormalBuffer, iScreenPos);
#endif
// Position acquired via near/far ray is relative to camera. Bring position to world space
float3 eyeVec = -worldPos;
worldPos += cCameraPosPS;
float3 normal = normalize(normalInput.rgb * 2.0 - 1.0);
float4 projWorldPos = float4(worldPos, 1.0);
float3 lightColor;
float3 lightDir;
float diff = GetDiffuse(normal, worldPos, lightDir);
#ifdef SHADOW
diff *= GetShadowDeferred(projWorldPos, normal, depth);
#endif
#if defined(SPOTLIGHT)
float4 spotPos = mul(projWorldPos, cLightMatricesPS[0]);
lightColor = spotPos.w > 0.0 ? Sample2DProj(LightSpotMap, spotPos).rgb * cLightColor.rgb : 0.0;
#elif defined(CUBEMASK)
lightColor = texCUBE(sLightCubeMap, mul(worldPos - cLightPosPS.xyz, (float3x3)cLightMatricesPS[0])).rgb * cLightColor.rgb;
#else
lightColor = cLightColor.rgb;
#endif
#ifdef SPECULAR
float spec = GetSpecular(normal, eyeVec, lightDir, normalInput.a * 255.0);
oColor = diff * float4(lightColor * (albedoInput.rgb + spec * cLightColor.a * albedoInput.aaa), 0.0);
#else
oColor = diff * float4(lightColor * albedoInput.rgb, 0.0);
#endif
}