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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #include "ScreenPos.hlsl"
- #include "Lighting.hlsl"
- #include "Fog.hlsl"
- void VS(float4 iPos : POSITION,
- #ifndef BILLBOARD
- float3 iNormal : NORMAL,
- #endif
- #ifndef NOUV
- float2 iTexCoord : TEXCOORD0,
- #endif
- #ifdef VERTEXCOLOR
- float4 iColor : COLOR0,
- #endif
- #if defined(LIGHTMAP) || defined(AO)
- float2 iTexCoord2 : TEXCOORD1,
- #endif
- #ifdef NORMALMAP
- float4 iTangent : TANGENT,
- #endif
- #ifdef SKINNED
- float4 iBlendWeights : BLENDWEIGHT,
- int4 iBlendIndices : BLENDINDICES,
- #endif
- #ifdef INSTANCED
- float4x3 iModelInstance : TEXCOORD2,
- #endif
- #ifdef BILLBOARD
- float2 iSize : TEXCOORD1,
- #endif
- #ifndef NORMALMAP
- out float2 oTexCoord : TEXCOORD0,
- #else
- out float4 oTexCoord : TEXCOORD0,
- out float4 oTangent : TEXCOORD3,
- #endif
- out float3 oNormal : TEXCOORD1,
- out float4 oWorldPos : TEXCOORD2,
- #ifdef PERPIXEL
- #ifdef SHADOW
- out float4 oShadowPos[NUMCASCADES] : TEXCOORD4,
- #endif
- #ifdef SPOTLIGHT
- out float4 oSpotPos : TEXCOORD5,
- #endif
- #ifdef POINTLIGHT
- out float3 oCubeMaskVec : TEXCOORD5,
- #endif
- #else
- out float3 oVertexLight : TEXCOORD4,
- out float4 oScreenPos : TEXCOORD5,
- #ifdef ENVCUBEMAP
- out float3 oReflectionVec : TEXCOORD6,
- #endif
- #if defined(LIGHTMAP) || defined(AO)
- out float2 oTexCoord2 : TEXCOORD7,
- #endif
- #endif
- #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
- // VERTEX FETCH
- float3 displace = Sample2DLod0(DisplaceMap, iTexCoord.xy);
- float d = (displace.x * cChannelFactor.x + displace.y * cChannelFactor.y + displace.z * cChannelFactor.z);
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix) + (iNormal * d * cDisplacement);
- oPos = GetClipPos(worldPos);
- oNormal = GetWorldNormal(modelMatrix);
- oWorldPos = float4(worldPos, GetDepth(oPos));
- #if defined(D3D11) && defined(CLIPPLANE)
- oClip = dot(oPos, cClipPlane);
- #endif
- #ifdef VERTEXCOLOR
- oColor = iColor;
- #endif
- #ifdef NORMALMAP
- float3 tangent = GetWorldTangent(modelMatrix);
- float3 bitangent = cross(tangent, oNormal) * iTangent.w;
- oTexCoord = float4(GetTexCoord(iTexCoord), bitangent.xy);
- oTangent = float4(tangent, bitangent.z);
- #else
- oTexCoord = GetTexCoord(iTexCoord);
- #endif
- #ifdef PERPIXEL
- // Per-pixel forward lighting
- float4 projWorldPos = float4(worldPos.xyz, 1.0);
- #ifdef SHADOW
- // Shadow projection: transform from world space to shadow space
- GetShadowPos(projWorldPos, oShadowPos);
- #endif
- #ifdef SPOTLIGHT
- // Spotlight projection: transform from world space to projector texture coordinates
- oSpotPos = mul(projWorldPos, cLightMatrices[0]);
- #endif
- #ifdef POINTLIGHT
- oCubeMaskVec = mul(worldPos - cLightPos.xyz, (float3x3)cLightMatrices[0]);
- #endif
- #else
- // Ambient & per-vertex lighting
- #if defined(LIGHTMAP) || defined(AO)
- // If using lightmap, disregard zone ambient light
- // If using AO, calculate ambient in the PS
- oVertexLight = float3(0.0, 0.0, 0.0);
- oTexCoord2 = iTexCoord2;
- #else
- oVertexLight = GetAmbient(GetZonePos(worldPos));
- #endif
- #ifdef NUMVERTEXLIGHTS
- for (int i = 0; i < NUMVERTEXLIGHTS; ++i)
- oVertexLight += GetVertexLight(i, worldPos, oNormal) * cVertexLights[i * 3].rgb;
- #endif
- oScreenPos = GetScreenPos(oPos);
- #ifdef ENVCUBEMAP
- oReflectionVec = worldPos - cCameraPos;
- #endif
- #endif
- }
- void PS(
- #ifndef NORMALMAP
- float2 iTexCoord : TEXCOORD0,
- #else
- float4 iTexCoord : TEXCOORD0,
- float4 iTangent : TEXCOORD3,
- #endif
- float3 iNormal : TEXCOORD1,
- float4 iWorldPos : TEXCOORD2,
- #ifdef PERPIXEL
- #ifdef SHADOW
- float4 iShadowPos[NUMCASCADES] : TEXCOORD4,
- #endif
- #ifdef SPOTLIGHT
- float4 iSpotPos : TEXCOORD5,
- #endif
- #ifdef CUBEMASK
- float3 iCubeMaskVec : TEXCOORD5,
- #endif
- #else
- float3 iVertexLight : TEXCOORD4,
- float4 iScreenPos : TEXCOORD5,
- #ifdef ENVCUBEMAP
- float3 iReflectionVec : TEXCOORD6,
- #endif
- #if defined(LIGHTMAP) || defined(AO)
- float2 iTexCoord2 : TEXCOORD7,
- #endif
- #endif
- #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
- float4 displace = Sample2DLod0(NormalMap, iTexCoord.xy);
- float d = (displace.x * cChannelFactor.x + displace.y * cChannelFactor.y + displace.z * cChannelFactor.z);
- if ((cClipRange - d) < 0.0 ) discard;
- // Get material diffuse albedo
- #ifdef DIFFMAP
- float4 diffInput = Sample2DLod0(DiffMap, float2(d, 0.5));
- #ifdef ALPHAMASK
- if (diffInput.a < 0.5)
- discard;
- #endif
- float4 diffColor = cMatDiffColor * diffInput;
- #else
- float4 diffColor = cMatDiffColor;
- #endif
- #ifdef VERTEXCOLOR
- diffColor *= iColor;
- #endif
- // Get material specular albedo
- #ifdef SPECMAP
- float3 specColor = cMatSpecColor.rgb * Sample2D(SpecMap, iTexCoord.xy).rgb;
- #else
- float3 specColor = cMatSpecColor.rgb;
- #endif
- // Get normal
- #ifdef NORMALMAP
- float3x3 tbn = float3x3(iTangent.xyz, float3(iTexCoord.zw, iTangent.w), iNormal);
- float3 normal = normalize(mul(DecodeNormal(Sample2D(NormalMap, iTexCoord.xy)), tbn));
- #else
- float3 normal = normalize(iNormal);
- #endif
- // Get fog factor
- #ifdef HEIGHTFOG
- float fogFactor = GetHeightFogFactor(iWorldPos.w, iWorldPos.y);
- #else
- float fogFactor = GetFogFactor(iWorldPos.w);
- #endif
- #if defined(PERPIXEL)
- // Per-pixel forward lighting
- float3 lightDir;
- float3 lightColor;
- float3 finalColor;
- float diff = GetDiffuse(normal, iWorldPos.xyz, lightDir);
- #ifdef SHADOW
- diff *= GetShadow(iShadowPos, iWorldPos.w);
- #endif
- #if defined(SPOTLIGHT)
- lightColor = iSpotPos.w > 0.0 ? Sample2DProj(LightSpotMap, iSpotPos).rgb * cLightColor.rgb : 0.0;
- #elif defined(CUBEMASK)
- lightColor = SampleCube(LightCubeMap, iCubeMaskVec).rgb * cLightColor.rgb;
- #else
- lightColor = cLightColor.rgb;
- #endif
- #ifdef SPECULAR
- float spec = GetSpecular(normal, cCameraPosPS - iWorldPos.xyz, lightDir, cMatSpecColor.a);
- finalColor = diff * lightColor * (diffColor.rgb + spec * specColor * cLightColor.a);
- #else
- finalColor = diff * lightColor * diffColor.rgb;
- #endif
- #ifdef AMBIENT
- finalColor += cAmbientColor * diffColor.rgb;
- finalColor += cMatEmissiveColor;
- oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
- #else
- oColor = float4(GetLitFog(finalColor, fogFactor), diffColor.a);
- #endif
- #elif defined(PREPASS)
- // Fill light pre-pass G-Buffer
- float specPower = cMatSpecColor.a / 255.0;
- oColor = float4(normal * 0.5 + 0.5, specPower);
- oDepth = iWorldPos.w;
- #elif defined(DEFERRED)
- // Fill deferred G-buffer
- float specIntensity = specColor.g;
- float specPower = cMatSpecColor.a / 255.0;
- float3 finalColor = iVertexLight * diffColor.rgb;
- #ifdef AO
- // If using AO, the vertex light ambient is black, calculate occluded ambient here
- finalColor += Sample2D(EmissiveMap, iTexCoord2).rgb * cAmbientColor * diffColor.rgb;
- #endif
- #ifdef ENVCUBEMAP
- finalColor += cMatEnvMapColor * SampleCube(EnvCubeMap, reflect(iReflectionVec, normal)).rgb;
- #endif
- #ifdef LIGHTMAP
- finalColor += Sample2D(EmissiveMap, iTexCoord2).rgb * diffColor.rgb;
- #endif
- #ifdef EMISSIVEMAP
- finalColor += cMatEmissiveColor * Sample2D(EmissiveMap, iTexCoord.xy).rgb;
- #else
- finalColor += cMatEmissiveColor;
- #endif
- oColor = float4(GetFog(finalColor, fogFactor), 1.0);
- oAlbedo = fogFactor * float4(diffColor.rgb, specIntensity);
- oNormal = float4(normal * 0.5 + 0.5, specPower);
- oDepth = iWorldPos.w;
- #else
- // Ambient & per-vertex lighting
- float3 finalColor = iVertexLight * diffColor.rgb;
- #ifdef AO
- // If using AO, the vertex light ambient is black, calculate occluded ambient here
- finalColor += Sample2D(EmissiveMap, iTexCoord2).rgb * cAmbientColor * diffColor.rgb;
- #endif
- #ifdef MATERIAL
- // Add light pre-pass accumulation result
- // Lights are accumulated at half intensity. Bring back to full intensity now
- float4 lightInput = 2.0 * Sample2DProj(LightBuffer, iScreenPos);
- float3 lightSpecColor = lightInput.a * lightInput.rgb / max(GetIntensity(lightInput.rgb), 0.001);
- finalColor += lightInput.rgb * diffColor.rgb + lightSpecColor * specColor;
- #endif
- #ifdef ENVCUBEMAP
- finalColor += cMatEnvMapColor * SampleCube(EnvCubeMap, reflect(iReflectionVec, normal)).rgb;
- #endif
- #ifdef LIGHTMAP
- finalColor += Sample2D(EmissiveMap, iTexCoord2).rgb * diffColor.rgb;
- #endif
- #ifdef EMISSIVEMAP
- finalColor += cMatEmissiveColor * Sample2D(EmissiveMap, iTexCoord.xy).rgb;
- #else
- finalColor += cMatEmissiveColor;
- #endif
- oColor = float4(GetFog(finalColor, fogFactor), diffColor.a);
- #endif
- }
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