119 lines
3.0 KiB
HLSL
119 lines
3.0 KiB
HLSL
// Assumes you are drawing a sphere!!
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#include "Macros.fxh" //from FNA
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#include "Lighting.fxh"
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#include "Shadow.fxh"
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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_CUBEMAP(shadowMap, 4);
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BEGIN_CONSTANTS
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float3 EyePosition _ps(c0) _cb(c0);
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float3 PointLightPosition _ps(c1) _cb(c1);
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float3 PointLightColor _ps(c2) _cb(c2);
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float FarPlane _ps(c3) _cb(c3);
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MATRIX_CONSTANTS
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float4x4 WorldViewProjection _vs(c0) _cb(c4);
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END_CONSTANTS
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struct VertexInput
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{
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float4 Position : POSITION;
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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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float4 ScreenPosition : 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 = mul(input.Position, WorldViewProjection);
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output.ScreenPosition = output.Position;
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return output;
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}
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// Pixel Shader
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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 lightDir = PointLightPosition - worldPosition;
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float3 L = normalize(lightDir);
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float distance = length(lightDir);
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float attenuation = 1.0 / (distance * distance);
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float3 radiance = PointLightColor * attenuation;
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float shadow = HardPointShadow(worldPosition, N, L, PointLightPosition, SAMPLER(shadowMap), FarPlane);
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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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//return float4(shadow, shadow, shadow, 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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input.ScreenPosition.xy /= input.ScreenPosition.w;
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float2 texCoord = 0.5f * float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 0.5f;
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float3 worldPosition = SAMPLE_TEXTURE(gPosition, texCoord).rgb;
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float4 normalSample = SAMPLE_TEXTURE(gNormal, texCoord);
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float3 normal = normalSample.xyz;
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float isSprite = normalSample.a;
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float3 albedo = SAMPLE_TEXTURE(gAlbedo, texCoord).rgb;
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float2 metallicRoughness = SAMPLE_TEXTURE(gMetallicRoughness, texCoord).rg;
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if (isSprite == 1.0)
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{
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float3 lightDir = PointLightPosition - worldPosition;
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float3 L = normalize(lightDir);
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float distance = length(lightDir);
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float attenuation = 1.0 / (distance * distance);
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float3 radiance = PointLightColor * attenuation;
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return float4(albedo * radiance * 0.1, 1.0);
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}
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else
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{
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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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}
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Technique DeferredPBR_Point
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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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