mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-12-24 00:07:22 +01:00
97 lines
2.6 KiB
HLSL
97 lines
2.6 KiB
HLSL
|
// Copyright (c) Microsoft Corporation. All rights reserved.
|
||
|
// Licensed under the MIT License.
|
||
|
//
|
||
|
// http://go.microsoft.com/fwlink/?LinkId=248926
|
||
|
// http://go.microsoft.com/fwlink/?LinkId=248929
|
||
|
// http://go.microsoft.com/fwlink/?LinkID=615561
|
||
|
// http://create.msdn.com/en-US/education/catalog/sample/stock_effects
|
||
|
|
||
|
|
||
|
struct ColorPair
|
||
|
{
|
||
|
float3 Diffuse;
|
||
|
float3 Specular;
|
||
|
};
|
||
|
|
||
|
|
||
|
ColorPair ComputeLights(float3 eyeVector, float3 worldNormal, uniform int numLights)
|
||
|
{
|
||
|
float3x3 lightDirections = 0;
|
||
|
float3x3 lightDiffuse = 0;
|
||
|
float3x3 lightSpecular = 0;
|
||
|
float3x3 halfVectors = 0;
|
||
|
|
||
|
[unroll]
|
||
|
for (int i = 0; i < numLights; i++)
|
||
|
{
|
||
|
lightDirections[i] = LightDirection[i];
|
||
|
lightDiffuse[i] = LightDiffuseColor[i];
|
||
|
lightSpecular[i] = LightSpecularColor[i];
|
||
|
|
||
|
halfVectors[i] = normalize(eyeVector - lightDirections[i]);
|
||
|
}
|
||
|
|
||
|
float3 dotL = mul(-lightDirections, worldNormal);
|
||
|
float3 dotH = mul(halfVectors, worldNormal);
|
||
|
|
||
|
float3 zeroL = step(0, dotL);
|
||
|
|
||
|
float3 diffuse = zeroL * dotL;
|
||
|
float3 specular = pow(max(dotH, 0) * zeroL, SpecularPower) * dotL;
|
||
|
|
||
|
ColorPair result;
|
||
|
|
||
|
result.Diffuse = mul(diffuse, lightDiffuse) * DiffuseColor.rgb + EmissiveColor;
|
||
|
result.Specular = mul(specular, lightSpecular) * SpecularColor;
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
|
||
|
CommonVSOutput ComputeCommonVSOutputWithLighting(float4 position, float3 normal, uniform int numLights)
|
||
|
{
|
||
|
CommonVSOutput vout;
|
||
|
|
||
|
float4 pos_ws = mul(position, World);
|
||
|
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
|
||
|
float3 worldNormal = normalize(mul(normal, WorldInverseTranspose));
|
||
|
|
||
|
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, numLights);
|
||
|
|
||
|
vout.Pos_ps = mul(position, WorldViewProj);
|
||
|
vout.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a);
|
||
|
vout.Specular = lightResult.Specular;
|
||
|
vout.FogFactor = ComputeFogFactor(position);
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
struct CommonVSOutputPixelLighting
|
||
|
{
|
||
|
float4 Pos_ps;
|
||
|
float3 Pos_ws;
|
||
|
float3 Normal_ws;
|
||
|
float FogFactor;
|
||
|
};
|
||
|
|
||
|
|
||
|
CommonVSOutputPixelLighting ComputeCommonVSOutputPixelLighting(float4 position, float3 normal)
|
||
|
{
|
||
|
CommonVSOutputPixelLighting vout;
|
||
|
|
||
|
vout.Pos_ps = mul(position, WorldViewProj);
|
||
|
vout.Pos_ws = mul(position, World).xyz;
|
||
|
vout.Normal_ws = normalize(mul(normal, WorldInverseTranspose));
|
||
|
vout.FogFactor = ComputeFogFactor(position);
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
#define SetCommonVSOutputParamsPixelLighting \
|
||
|
vout.PositionPS = cout.Pos_ps; \
|
||
|
vout.PositionWS = float4(cout.Pos_ws, cout.FogFactor); \
|
||
|
vout.NormalWS = cout.Normal_ws;
|
||
|
|