mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-22 22:25:37 +01:00
208 lines
5.7 KiB
HLSL
208 lines
5.7 KiB
HLSL
|
// Copyright (c) Microsoft Corporation. All rights reserved.
|
||
|
// Licensed under the MIT License.
|
||
|
|
||
|
//
|
||
|
// This file was generated by exporting HLSL from Visual Studio's default "Phong" material, and then modified to handle no texture scenarios, multiple lights, and work with FL 9.x
|
||
|
// <Visual Studio install folder>\Common7\IDE\Extensions\Microsoft\VsGraphics\Assets\Effects\Phong.dgsl
|
||
|
//
|
||
|
|
||
|
Texture2D Texture1 : register( t0 );
|
||
|
|
||
|
SamplerState TexSampler : register( s0 );
|
||
|
|
||
|
cbuffer MaterialVars : register (b0)
|
||
|
{
|
||
|
float4 MaterialAmbient;
|
||
|
float4 MaterialDiffuse;
|
||
|
float4 MaterialSpecular;
|
||
|
float4 MaterialEmissive;
|
||
|
float MaterialSpecularPower;
|
||
|
};
|
||
|
|
||
|
cbuffer LightVars : register (b1)
|
||
|
{
|
||
|
float4 AmbientLight;
|
||
|
float4 LightColor[4];
|
||
|
float4 LightAttenuation[4];
|
||
|
float3 LightDirection[4];
|
||
|
float LightSpecularIntensity[4];
|
||
|
uint IsPointLight[4];
|
||
|
uint ActiveLights;
|
||
|
}
|
||
|
|
||
|
cbuffer ObjectVars : register(b2)
|
||
|
{
|
||
|
float4x4 LocalToWorld4x4;
|
||
|
float4x4 LocalToProjected4x4;
|
||
|
float4x4 WorldToLocal4x4;
|
||
|
float4x4 WorldToView4x4;
|
||
|
float4x4 UVTransform4x4;
|
||
|
float3 EyePosition;
|
||
|
};
|
||
|
|
||
|
cbuffer MiscVars : register(b3)
|
||
|
{
|
||
|
float ViewportWidth;
|
||
|
float ViewportHeight;
|
||
|
float Time;
|
||
|
};
|
||
|
|
||
|
struct V2P
|
||
|
{
|
||
|
float4 pos : SV_POSITION;
|
||
|
float4 diffuse : COLOR;
|
||
|
float2 uv : TEXCOORD0;
|
||
|
float3 worldNorm : TEXCOORD1;
|
||
|
float3 worldPos : TEXCOORD2;
|
||
|
float3 toEye : TEXCOORD3;
|
||
|
float4 tangent : TEXCOORD4;
|
||
|
float3 normal : TEXCOORD5;
|
||
|
};
|
||
|
|
||
|
struct P2F
|
||
|
{
|
||
|
float4 fragment : SV_Target;
|
||
|
};
|
||
|
|
||
|
//
|
||
|
// lambert lighting function
|
||
|
//
|
||
|
float3 LambertLighting(
|
||
|
float3 lightNormal,
|
||
|
float3 surfaceNormal,
|
||
|
float3 lightColor,
|
||
|
float3 pixelColor
|
||
|
)
|
||
|
{
|
||
|
// compute amount of contribution per light
|
||
|
float diffuseAmount = saturate(dot(lightNormal, surfaceNormal));
|
||
|
float3 diffuse = diffuseAmount * lightColor * pixelColor;
|
||
|
return diffuse;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// specular contribution function
|
||
|
//
|
||
|
float3 SpecularContribution(
|
||
|
float3 toEye,
|
||
|
float3 lightNormal,
|
||
|
float3 surfaceNormal,
|
||
|
float3 materialSpecularColor,
|
||
|
float materialSpecularPower,
|
||
|
float lightSpecularIntensity,
|
||
|
float3 lightColor
|
||
|
)
|
||
|
{
|
||
|
// compute specular contribution
|
||
|
float3 vHalf = normalize(lightNormal + toEye);
|
||
|
float specularAmount = saturate(dot(surfaceNormal, vHalf));
|
||
|
specularAmount = pow(specularAmount, max(materialSpecularPower,0.0001f)) * lightSpecularIntensity;
|
||
|
float3 specular = materialSpecularColor * lightColor * specularAmount;
|
||
|
|
||
|
return specular;
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// combines a float3 RGB value with an alpha value into a float4
|
||
|
//
|
||
|
float4 CombineRGBWithAlpha(float3 rgb, float a)
|
||
|
{
|
||
|
return float4(rgb.r, rgb.g, rgb.b, a);
|
||
|
}
|
||
|
|
||
|
P2F main(V2P pixel)
|
||
|
{
|
||
|
P2F result;
|
||
|
|
||
|
float3 worldNormal = normalize(pixel.worldNorm);
|
||
|
float3 toEyeVector = normalize(pixel.toEye);
|
||
|
|
||
|
float3 local1 = MaterialAmbient.rgb * AmbientLight.rgb;
|
||
|
float3 local4 = 0;
|
||
|
[unroll]
|
||
|
for (int i = 0; i < 3; i++)
|
||
|
{
|
||
|
local1 += LambertLighting(LightDirection[i], worldNormal, LightColor[i].rgb, pixel.diffuse.rgb);
|
||
|
local4 += SpecularContribution(toEyeVector, LightDirection[i], worldNormal, MaterialSpecular.rgb, MaterialSpecularPower, LightSpecularIntensity[i], LightColor[i].rgb);
|
||
|
}
|
||
|
|
||
|
local1 = saturate(local1);
|
||
|
result.fragment = CombineRGBWithAlpha(local1 + local4, pixel.diffuse.a);
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
P2F mainTk(V2P pixel)
|
||
|
{
|
||
|
P2F result;
|
||
|
|
||
|
float3 worldNormal = normalize(pixel.worldNorm);
|
||
|
float3 toEyeVector = normalize(pixel.toEye);
|
||
|
|
||
|
float3 local1 = MaterialAmbient.rgb * AmbientLight.rgb;
|
||
|
float3 local4 = 0;
|
||
|
[unroll]
|
||
|
for (int i = 0; i < 3; i++)
|
||
|
{
|
||
|
local1 += LambertLighting(LightDirection[i], worldNormal, LightColor[i].rgb, pixel.diffuse.rgb);
|
||
|
local4 += SpecularContribution(toEyeVector, LightDirection[i], worldNormal, MaterialSpecular.rgb, MaterialSpecularPower, LightSpecularIntensity[i], LightColor[i].rgb);
|
||
|
}
|
||
|
|
||
|
local1 = saturate(local1);
|
||
|
result.fragment = CombineRGBWithAlpha(local1 + local4, pixel.diffuse.a);
|
||
|
|
||
|
if (result.fragment.a == 0.0f) discard;
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
P2F mainTx(V2P pixel)
|
||
|
{
|
||
|
P2F result;
|
||
|
|
||
|
float3 worldNormal = normalize(pixel.worldNorm);
|
||
|
float3 toEyeVector = normalize(pixel.toEye);
|
||
|
|
||
|
float3 local1 = MaterialAmbient.rgb * AmbientLight.rgb;
|
||
|
float3 local4 = 0;
|
||
|
[unroll]
|
||
|
for (int i = 0; i < 3; i++)
|
||
|
{
|
||
|
local1 += LambertLighting(LightDirection[i], worldNormal, LightColor[i].rgb, pixel.diffuse.rgb);
|
||
|
local4 += SpecularContribution(toEyeVector, LightDirection[i], worldNormal, MaterialSpecular.rgb, MaterialSpecularPower, LightSpecularIntensity[i], LightColor[i].rgb);
|
||
|
}
|
||
|
|
||
|
local1 = saturate(local1);
|
||
|
float3 local5 = mad(local1, Texture1.Sample(TexSampler, pixel.uv).rgb, local4);
|
||
|
float local6 = Texture1.Sample(TexSampler, pixel.uv).a * pixel.diffuse.a;
|
||
|
result.fragment = CombineRGBWithAlpha(local5, local6);
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
P2F mainTxTk(V2P pixel)
|
||
|
{
|
||
|
P2F result;
|
||
|
|
||
|
float3 worldNormal = normalize(pixel.worldNorm);
|
||
|
float3 toEyeVector = normalize(pixel.toEye);
|
||
|
|
||
|
float3 local1 = MaterialAmbient.rgb * AmbientLight.rgb;
|
||
|
float3 local4 = 0;
|
||
|
[unroll]
|
||
|
for (int i = 0; i < 3; i++)
|
||
|
{
|
||
|
local1 += LambertLighting(LightDirection[i], worldNormal, LightColor[i].rgb, pixel.diffuse.rgb);
|
||
|
local4 += SpecularContribution(toEyeVector, LightDirection[i], worldNormal, MaterialSpecular.rgb, MaterialSpecularPower, LightSpecularIntensity[i], LightColor[i].rgb);
|
||
|
}
|
||
|
|
||
|
local1 = saturate(local1);
|
||
|
float3 local5 = mad(local1, Texture1.Sample(TexSampler, pixel.uv).rgb, local4);
|
||
|
float local6 = Texture1.Sample(TexSampler, pixel.uv).a * pixel.diffuse.a;
|
||
|
result.fragment = CombineRGBWithAlpha(local5, local6);
|
||
|
|
||
|
if (result.fragment.a == 0.0f) discard;
|
||
|
|
||
|
return result;
|
||
|
}
|