609f7de618
* New PBR techniques. New PBR terrain shader. Skybox shader fixed. * Bug fix in original terrain and missing techniques. * PR cleanup * Skybox.glsl cleanup * Terrain added to PBR sample
243 lines
7.7 KiB
HLSL
243 lines
7.7 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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#include "Fog.hlsl"
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#ifndef D3D11
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// D3D9 uniforms and samplers
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#ifdef COMPILEVS
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uniform float2 cDetailTiling;
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#else
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sampler2D sWeightMap0 : register(s0);
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sampler2D sDetailMap1 : register(s1);
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sampler2D sDetailMap2 : register(s2);
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sampler2D sDetailMap3 : register(s3);
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#endif
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#else
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// D3D11 constant buffers and samplers
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#ifdef COMPILEVS
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cbuffer CustomVS : register(b6)
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{
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float2 cDetailTiling;
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}
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#else
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Texture2D tWeightMap0 : register(t0);
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Texture2D tDetailMap1 : register(t1);
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Texture2D tDetailMap2 : register(t2);
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Texture2D tDetailMap3 : register(t3);
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SamplerState sWeightMap0 : register(s0);
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SamplerState sDetailMap1 : register(s1);
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SamplerState sDetailMap2 : register(s2);
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SamplerState sDetailMap3 : register(s3);
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#endif
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#endif
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void VS(float4 iPos : POSITION,
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float3 iNormal : NORMAL,
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float2 iTexCoord : TEXCOORD0,
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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(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 float3 oNormal : TEXCOORD1,
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out float4 oWorldPos : TEXCOORD2,
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out float2 oDetailTexCoord : TEXCOORD3,
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#ifdef PERPIXEL
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#ifdef SHADOW
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out float4 oShadowPos[NUMCASCADES] : TEXCOORD4,
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#endif
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#ifdef SPOTLIGHT
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out float4 oSpotPos : TEXCOORD5,
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#endif
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#ifdef POINTLIGHT
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out float3 oCubeMaskVec : TEXCOORD5,
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#endif
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#else
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out float3 oVertexLight : TEXCOORD4,
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out float4 oScreenPos : TEXCOORD5,
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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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float4x3 modelMatrix = iModelMatrix;
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float3 worldPos = GetWorldPos(modelMatrix);
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oPos = GetClipPos(worldPos);
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oNormal = GetWorldNormal(modelMatrix);
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oWorldPos = float4(worldPos, GetDepth(oPos));
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oTexCoord = GetTexCoord(iTexCoord);
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oDetailTexCoord = cDetailTiling * oTexCoord;
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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 PERPIXEL
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// Per-pixel forward lighting
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float4 projWorldPos = float4(worldPos.xyz, 1.0);
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#ifdef SHADOW
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// Shadow projection: transform from world space to shadow space
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GetShadowPos(projWorldPos, oNormal, oShadowPos);
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#endif
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#ifdef SPOTLIGHT
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// Spotlight projection: transform from world space to projector texture coordinates
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oSpotPos = mul(projWorldPos, cLightMatrices[0]);
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#endif
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#ifdef POINTLIGHT
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oCubeMaskVec = mul(worldPos - cLightPos.xyz, (float3x3)cLightMatrices[0]);
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#endif
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#else
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// Ambient & per-vertex lighting
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oVertexLight = GetAmbient(GetZonePos(worldPos));
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#ifdef NUMVERTEXLIGHTS
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for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
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oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
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#endif
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oScreenPos = GetScreenPos(oPos);
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#endif
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}
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void PS(float2 iTexCoord : TEXCOORD0,
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float3 iNormal : TEXCOORD1,
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float4 iWorldPos : TEXCOORD2,
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float2 iDetailTexCoord : TEXCOORD3,
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#ifdef PERPIXEL
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#ifdef SHADOW
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float4 iShadowPos[NUMCASCADES] : TEXCOORD4,
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#endif
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#ifdef SPOTLIGHT
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float4 iSpotPos : TEXCOORD5,
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#endif
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#ifdef POINTLIGHT
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float3 iCubeMaskVec : TEXCOORD5,
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#endif
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#else
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float3 iVertexLight : TEXCOORD4,
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float4 iScreenPos : TEXCOORD5,
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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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float3 weights = Sample2D(WeightMap0, iTexCoord).rgb;
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float sumWeights = weights.r + weights.g + weights.b;
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weights /= sumWeights;
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float4 diffColor = cMatDiffColor * (
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weights.r * Sample2D(DetailMap1, iDetailTexCoord) +
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weights.g * Sample2D(DetailMap2, iDetailTexCoord) +
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weights.b * Sample2D(DetailMap3, iDetailTexCoord)
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);
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// Get material specular albedo
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float3 specColor = cMatSpecColor.rgb;
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// Get normal
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float3 normal = normalize(iNormal);
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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(PERPIXEL)
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// Per-pixel forward lighting
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float3 lightDir;
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float3 lightColor;
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float3 finalColor;
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float diff = GetDiffuse(normal, iWorldPos.xyz, lightDir);
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#ifdef SHADOW
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diff *= GetShadow(iShadowPos, iWorldPos.w);
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#endif
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#if defined(SPOTLIGHT)
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lightColor = iSpotPos.w > 0.0 ? Sample2DProj(LightSpotMap, iSpotPos).rgb * cLightColor.rgb : 0.0;
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#elif defined(CUBEMASK)
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lightColor = SampleCube(LightCubeMap, iCubeMaskVec).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 = GetSpecular(normal, cCameraPosPS - iWorldPos.xyz, lightDir, cMatSpecColor.a);
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finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.a);
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#else
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finalColor = diff * lightColor * diffColor.rgb;
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#endif
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#ifdef AMBIENT
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finalColor += cAmbientColor.rgb * diffColor.rgb;
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finalColor += cMatEmissiveColor;
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oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
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#else
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oColor = float4(GetLitFog(finalColor, fogFactor), diffColor.a);
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#endif
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#elif defined(PREPASS)
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// Fill light pre-pass G-Buffer
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float specPower = cMatSpecColor.a / 255.0;
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oColor = float4(normal * 0.5 + 0.5, specPower);
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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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float specIntensity = specColor.g;
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float specPower = cMatSpecColor.a / 255.0;
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float3 finalColor = iVertexLight * diffColor.rgb;
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oColor = float4(GetFog(finalColor, fogFactor), 1.0);
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oAlbedo = fogFactor * float4(diffColor.rgb, specIntensity);
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oNormal = float4(normal * 0.5 + 0.5, specPower);
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oDepth = iWorldPos.w;
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#else
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// Ambient & per-vertex lighting
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float3 finalColor = iVertexLight * diffColor.rgb;
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#ifdef MATERIAL
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// Add light pre-pass accumulation result
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// Lights are accumulated at half intensity. Bring back to full intensity now
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float4 lightInput = 2.0 * Sample2DProj(LightBuffer, iScreenPos);
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float3 lightSpecColor = lightInput.a * (lightInput.rgb / max(GetIntensity(lightInput.rgb), 0.001);
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finalColor += lightInput.rgb * diffColor.rgb + lightSpecColor * specColor;
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#endif
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oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
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#endif
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}
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