253 lines
7.3 KiB
HLSL
253 lines
7.3 KiB
HLSL
#include "Macros.fxh" //from FNA
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#include "Lighting.fxh"
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static const int NUM_SHADOW_CASCADES = 4;
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DECLARE_TEXTURE(gPosition, 0);
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DECLARE_TEXTURE(gAlbedo, 1);
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DECLARE_TEXTURE(gNormal, 2);
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DECLARE_TEXTURE(gMetallicRoughness, 3);
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DECLARE_TEXTURE(shadowMapOne, 4);
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DECLARE_TEXTURE(shadowMapTwo, 5);
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DECLARE_TEXTURE(shadowMapThree, 6);
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DECLARE_TEXTURE(shadowMapFour, 7);
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BEGIN_CONSTANTS
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float3 EyePosition _ps(c0) _cb(c0);
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float3 DirectionalLightDirection _ps(c1) _cb(c1);
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float3 DirectionalLightColor _ps(c2) _cb(c2);
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float CascadeFarPlanes[NUM_SHADOW_CASCADES] _ps(c3) _cb(c3);
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float ShadowMapSize _ps(c7) _cb(c7);
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MATRIX_CONSTANTS
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float4x4 LightSpaceMatrixOne _ps(c8) _cb(c8);
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float4x4 LightSpaceMatrixTwo _ps(c12) _cb(c12);
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float4x4 LightSpaceMatrixThree _ps(c16) _cb(c16);
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float4x4 LightSpaceMatrixFour _ps(c20) _cb(c20);
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// used to select shadow cascade
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float4x4 ViewMatrix _ps(c24) _cb(c24);
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END_CONSTANTS
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static float2 poissonDisk[16] =
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{
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float2( -0.94201624, -0.39906216 ),
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float2( 0.94558609, -0.76890725 ),
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float2( -0.094184101, -0.92938870 ),
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float2( 0.34495938, 0.29387760 ),
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float2( -0.91588581, 0.45771432 ),
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float2( -0.81544232, -0.87912464 ),
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float2( -0.38277543, 0.27676845 ),
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float2( 0.97484398, 0.75648379 ),
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float2( 0.44323325, -0.97511554 ),
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float2( 0.53742981, -0.47373420 ),
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float2( -0.26496911, -0.41893023 ),
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float2( 0.79197514, 0.19090188 ),
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float2( -0.24188840, 0.99706507 ),
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float2( -0.81409955, 0.91437590 ),
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float2( 0.19984126, 0.78641367 ),
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float2( 0.14383161, -0.14100790 )
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};
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struct VertexInput
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{
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float4 Position : POSITION;
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float2 TexCoord : TEXCOORD;
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};
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struct PixelInput
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{
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float4 Position : SV_POSITION;
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float2 TexCoord : TEXCOORD0;
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};
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PixelInput main_vs(VertexInput input)
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{
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PixelInput output;
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output.Position = input.Position;
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output.TexCoord = input.TexCoord;
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return output;
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}
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// Pixel Shader
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// Returns a random number based on a vec3 and an int.
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float random(float3 seed, int i){
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float4 seed4 = float4(seed, i);
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float dot_product = dot(seed4, float4(12.9898,78.233,45.164,94.673));
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return frac(sin(dot_product) * 43758.5453);
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}
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float PoissonCoord(sampler shadowMap, float3 worldPosition, float2 texCoord, float fragmentDepth, float bias)
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{
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float visibility = 1.0;
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for (int i = 0; i < 16; i++)
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{
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int index = int(16.0 * random(floor(worldPosition * 1000.0), i)) % 16;
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if (tex2D(shadowMap, texCoord + poissonDisk[index] / 1024.0).r < fragmentDepth - bias)
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{
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visibility -= 0.05;
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}
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}
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return visibility;
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}
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float ComputeShadow(float3 positionWorldSpace, float3 N, float3 L)
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{
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float bias = 0.005 * tan(acos(dot(N, L)));
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bias = clamp(bias, 0, 0.01);
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float4 positionCameraSpace = mul(float4(positionWorldSpace, 1.0), ViewMatrix);
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int shadowCascadeIndex = 0; // 0 is closest
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for (int i = 0; i < NUM_SHADOW_CASCADES; i++)
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{
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if (abs(positionCameraSpace.z) < CascadeFarPlanes[i])
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{
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shadowCascadeIndex = i;
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break;
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}
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}
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float4x4 lightSpaceMatrix;
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if (shadowCascadeIndex == 0)
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{
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lightSpaceMatrix = LightSpaceMatrixOne;
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}
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else if (shadowCascadeIndex == 1)
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{
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lightSpaceMatrix = LightSpaceMatrixTwo;
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}
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else if (shadowCascadeIndex == 2)
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{
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lightSpaceMatrix = LightSpaceMatrixThree;
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}
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else
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{
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lightSpaceMatrix = LightSpaceMatrixFour;
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}
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float4 positionLightSpace = mul(float4(positionWorldSpace, 1.0), lightSpaceMatrix);
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// maps to [-1, 1]
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float3 projectionCoords = positionLightSpace.xyz / positionLightSpace.w;
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// maps to [0, 1]
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projectionCoords.x = (projectionCoords.x * 0.5) + 0.5;
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projectionCoords.y = (projectionCoords.y * 0.5) + 0.5;
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projectionCoords.y *= -1;
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// in XNA clip z is 0 to 1 already
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if (projectionCoords.z > 1.0)
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{
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return 1.0;
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}
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float inc = 1.0 / ShadowMapSize; // TODO: shadow map size uniform
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// PCF + Poisson soft shadows
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float visibility = 0.0;
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// for (int row = -1; row <= 1; row++)
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// {
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// for (int col = -1; col <= 1; col++)
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// {
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// if (shadowCascadeIndex == 0)
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// {
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// visibility += PoissonCoord(SAMPLER(shadowMapOne), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias);
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// }
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// else if (shadowCascadeIndex == 1)
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// {
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// visibility += PoissonCoord(SAMPLER(shadowMapTwo), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias);
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// }
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// else if (shadowCascadeIndex == 2)
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// {
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// visibility += PoissonCoord(SAMPLER(shadowMapThree), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias);
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// }
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// else
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// {
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// visibility += PoissonCoord(SAMPLER(shadowMapFour), positionWorldSpace, projectionCoords.xy + float2(row, col) * inc, projectionCoords.z, bias);
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// }
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// }
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// }
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// visibility /= 9.0;
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if (shadowCascadeIndex == 0)
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{
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visibility = PoissonCoord(SAMPLER(shadowMapOne), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias);
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}
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else if (shadowCascadeIndex == 1)
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{
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visibility = PoissonCoord(SAMPLER(shadowMapTwo), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias);
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}
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else if (shadowCascadeIndex == 2)
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{
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visibility = PoissonCoord(SAMPLER(shadowMapThree), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias);
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}
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else
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{
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visibility = PoissonCoord(SAMPLER(shadowMapFour), positionWorldSpace, projectionCoords.xy, projectionCoords.z, bias);
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}
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return visibility;
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}
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float4 ComputeColor(
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float3 worldPosition,
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float3 worldNormal,
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float3 albedo,
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float metallic,
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float roughness
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) {
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float3 V = normalize(EyePosition - worldPosition);
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float3 N = normalize(worldNormal);
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float3 F0 = float3(0.04, 0.04, 0.04);
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F0 = lerp(F0, albedo, metallic);
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float3 L = normalize(DirectionalLightDirection);
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float3 radiance = DirectionalLightColor;
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float shadow = ComputeShadow(worldPosition, N, L);
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float3 color = ComputeLight(L, radiance, F0, V, N, albedo, metallic, roughness, shadow);
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return float4(color, 1.0);
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}
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float4 main_ps(PixelInput input) : SV_TARGET0
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{
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float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
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float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz;
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float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
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float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, input.TexCoord).rg;
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return ComputeColor(
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worldPosition,
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normal,
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albedo,
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metallicRoughness.r,
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metallicRoughness.g
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);
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}
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Technique DeferredPBR_Directional
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{
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Pass
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{
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VertexShader = compile vs_3_0 main_vs();
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PixelShader = compile ps_3_0 main_ps();
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}
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}
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