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

113 lines
3.1 KiB
HLSL

#include "Uniforms.hlsl"
#include "Samplers.hlsl"
#include "Transform.hlsl"
#include "Fog.hlsl"
void VS(float4 iPos : POSITION,
#ifndef NOUV
float2 iTexCoord : TEXCOORD0,
#endif
#ifdef VERTEXCOLOR
float4 iColor : COLOR0,
#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
#if defined(DIRBILLBOARD) || defined(TRAILBONE)
float3 iNormal : NORMAL,
#endif
#if defined(TRAILFACECAM) || defined(TRAILBONE)
float4 iTangent : TANGENT,
#endif
out float2 oTexCoord : TEXCOORD0,
out float4 oWorldPos : TEXCOORD2,
#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
float2 iTexCoord = float2(0.0, 0.0);
#endif
float4x3 modelMatrix = iModelMatrix;
float3 worldPos = GetWorldPos(modelMatrix);
oPos = GetClipPos(worldPos);
oTexCoord = GetTexCoord(iTexCoord);
oWorldPos = float4(worldPos, GetDepth(oPos));
#if defined(D3D11) && defined(CLIPPLANE)
oClip = dot(oPos, cClipPlane);
#endif
#ifdef VERTEXCOLOR
oColor = iColor;
#endif
}
void PS(float2 iTexCoord : TEXCOORD0,
float4 iWorldPos: TEXCOORD2,
#ifdef VERTEXCOLOR
float4 iColor : COLOR0,
#endif
#if defined(D3D11) && defined(CLIPPLANE)
float iClip : SV_CLIPDISTANCE0,
#endif
#ifdef PREPASS
out float4 oDepth : OUTCOLOR1,
#endif
#ifdef DEFERRED
out float4 oAlbedo : OUTCOLOR1,
out float4 oNormal : OUTCOLOR2,
out float4 oDepth : OUTCOLOR3,
#endif
out float4 oColor : OUTCOLOR0)
{
// Get material diffuse albedo
#ifdef DIFFMAP
float4 diffColor = cMatDiffColor * Sample2D(DiffMap, iTexCoord);
#ifdef ALPHAMASK
if (diffColor.a < 0.5)
discard;
#endif
#else
float4 diffColor = cMatDiffColor;
#endif
#ifdef VERTEXCOLOR
diffColor *= iColor;
#endif
// Get fog factor
#ifdef HEIGHTFOG
float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
#else
float fogFactor = GetFogFactor(iWorldPos.w);
#endif
#if defined(PREPASS)
// Fill light pre-pass G-Buffer
oColor = float4(0.5, 0.5, 0.5, 1.0);
oDepth = iWorldPos.w;
#elif defined(DEFERRED)
// Fill deferred G-buffer
oColor = float4(GetFog(diffColor.rgb, fogFactor), diffColor.a);
oAlbedo = float4(0.0, 0.0, 0.0, 0.0);
oNormal = float4(0.5, 0.5, 0.5, 1.0);
oDepth = iWorldPos.w;
#else
oColor = float4(GetFog(diffColor.rgb, fogFactor), diffColor.a);
#endif
}