mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-12-24 00:07:22 +01:00
135 lines
3.5 KiB
HLSL
135 lines
3.5 KiB
HLSL
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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cbuffer Parameters : register(b0)
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{
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float3 AmbientDown : packoffset(c0);
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float Alpha : packoffset(c0.w);
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float3 AmbientRange : packoffset(c1);
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float4x4 World : packoffset(c2);
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float3x3 WorldInverseTranspose : packoffset(c6);
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float4x4 WorldViewProj : packoffset(c9);
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};
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#include "Structures.fxh"
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#include "Utilities.fxh"
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// Vertex shader: basic
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VSOutputPixelLightingTx VSDebug(VSInputNmTx vin)
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{
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VSOutputPixelLightingTx vout;
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vout.PositionPS = mul(vin.Position, WorldViewProj);
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vout.PositionWS = float4(mul(vin.Position, World).xyz, 1);
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vout.NormalWS = normalize(mul(vin.Normal, WorldInverseTranspose));
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vout.Diffuse = float4(1, 1, 1, Alpha);
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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VSOutputPixelLightingTx VSDebugBn(VSInputNmTx vin)
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{
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VSOutputPixelLightingTx vout;
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float3 normal = BiasX2(vin.Normal);
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vout.PositionPS = mul(vin.Position, WorldViewProj);
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vout.PositionWS = float4(mul(vin.Position, World).xyz, 1);
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vout.NormalWS = normalize(mul(normal, WorldInverseTranspose));
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vout.Diffuse = float4(1, 1, 1, Alpha);
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: vertex color.
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VSOutputPixelLightingTx VSDebugVc(VSInputNmTxVc vin)
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{
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VSOutputPixelLightingTx vout;
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vout.PositionPS = mul(vin.Position, WorldViewProj);
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vout.PositionWS = float4(mul(vin.Position, World).xyz, 1);
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vout.NormalWS = normalize(mul(vin.Normal, WorldInverseTranspose));
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vout.Diffuse.rgb = vin.Color.rgb;
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vout.Diffuse.a = vin.Color.a * Alpha;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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VSOutputPixelLightingTx VSDebugVcBn(VSInputNmTxVc vin)
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{
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VSOutputPixelLightingTx vout;
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float3 normal = BiasX2(vin.Normal);
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vout.PositionPS = mul(vin.Position, WorldViewProj);
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vout.PositionWS = float4(mul(vin.Position, World).xyz, 1);
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vout.NormalWS = normalize(mul(normal, WorldInverseTranspose));
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vout.Diffuse.rgb = vin.Color.rgb;
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vout.Diffuse.a = vin.Color.a * Alpha;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Pixel shader: default
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float3 CalcHemiAmbient(float3 normal, float3 color)
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{
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float3 up = BiasD2(normal);
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float3 ambient = AmbientDown + up.y * AmbientRange;
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return ambient * color;
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}
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float4 PSHemiAmbient(PSInputPixelLightingTx pin) : SV_Target0
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{
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float3 normal = normalize(pin.NormalWS);
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// Do lighting
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float3 color = CalcHemiAmbient(normal, pin.Diffuse.rgb);
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return float4(color, pin.Diffuse.a);
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}
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// Pixel shader: RGB normals
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float4 PSRGBNormals(PSInputPixelLightingTx pin) : SV_Target0
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{
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float3 normal = normalize(pin.NormalWS);
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float3 color = BiasD2(normal);
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return float4(color, pin.Diffuse.a);
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}
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// Pixel shader: RGB tangents
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float4 PSRGBTangents(PSInputPixelLightingTx pin) : SV_Target0
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{
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const float3x3 TBN = CalculateTBN(pin.PositionWS.xyz, pin.NormalWS, pin.TexCoord);
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float3 tangent = normalize(TBN[0]);
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float3 color = BiasD2(tangent);
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return float4(color, pin.Diffuse.a);
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}
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// Pixel shader: RGB bi-tangents
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float4 PSRGBBiTangents(PSInputPixelLightingTx pin) : SV_Target0
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{
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const float3x3 TBN = CalculateTBN(pin.PositionWS.xyz, pin.NormalWS, pin.TexCoord);
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float3 bitangent = normalize(TBN[1]);
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float3 color = BiasD2(bitangent);
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return float4(color, pin.Diffuse.a);
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}
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