91 lines
2.4 KiB
HLSL
91 lines
2.4 KiB
HLSL
#include "Macros.fxh" //from FNA
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// Effect applies normalmapped lighting to a 2D sprite.
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DECLARE_TEXTURE(Texture, 0);
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DECLARE_TEXTURE(Normal, 1);
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BEGIN_CONSTANTS
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float AmbientColor _ps(c0) _cb(c0);
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float3 PointLightPositions[8] _ps(c1) _cb(c1);
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float3 PointLightColors[8] _ps(c9) _cb(c9);
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float DirectionalLightDirection _ps(c17) _cb(c17);
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float DirectionalLightColor _ps(c18) _cb(c18);
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MATRIX_CONSTANTS
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float4x4 WorldInverseTranspose _ps(c19) _cb(c19);
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float4x4 World _vs(c0) _cb(c23);
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float4x4 WorldViewProjection _vs(c4) _cb(c27);
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END_CONSTANTS
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struct VertexShaderInput
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{
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float4 Position : POSITION;
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float2 TexCoord : TEXCOORD0;
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};
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struct PixelShaderInput
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{
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float4 Position : SV_Position;
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float2 TexCoord : TEXCOORD0;
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float3 PositionWS : TEXCOORD2;
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};
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PixelShaderInput main_vs(VertexShaderInput input)
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{
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PixelShaderInput output;
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output.TexCoord = input.TexCoord;
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output.PositionWS = mul(input.Position, World).xyz;
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output.Position = mul(input.Position, WorldViewProjection);
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return output;
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}
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float4 main_ps(PixelShaderInput input) : COLOR0
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{
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// Look up the texture and normalmap values.
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float4 tex = tex2D(TextureSampler, input.TexCoord);
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float3 normal = tex2D(NormalSampler, input.TexCoord).xyz;
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float3 normalWS = mul(normal, (float3x3)WorldInverseTranspose).xyz;
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float3 lightColor = float3(0.0, 0.0, 0.0);
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// point lights
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for (int i = 0; i < 8; i++)
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{
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float3 lightVec = PointLightPositions[i] - input.PositionWS;
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float distance = length(lightVec);
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float3 lightDir = normalize(lightVec);
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float diffuse = max(dot(normalWS, lightDir), 0.0);
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float3 attenuation = 1.0 / (distance * distance);
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lightColor += diffuse * attenuation * PointLightColors[i];
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}
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// directional light
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float directionalDiffuse = max(dot(normalWS, DirectionalLightDirection), 0.0);
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lightColor += directionalDiffuse * DirectionalLightColor;
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// ambient light
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lightColor += AmbientColor;
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// blend with sample
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return tex * float4(lightColor, 1.0);
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}
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Technique DiffuseLitSprite
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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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