2020-12-01 02:40:33 +01:00
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#include "Constants.fxh"
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2020-11-03 10:46:00 +01:00
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struct Material
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{
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float4 Diffuse;
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float4 Ambient;
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float4 Specular;
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float4 Emissive;
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float Power;
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};
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struct Lighting
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{
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float4 Diffuse : COLOR0;
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float4 Specular : COLOR1;
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};
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2020-11-05 11:17:12 +01:00
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2020-12-01 02:40:33 +01:00
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struct DirectionalLightInfo
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{
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int Count;
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int SunIndex;
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float4 Ambient;
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float4 Diffuse[MAX_DIRECTIONAL_LIGHTS];
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float4 Specular[MAX_DIRECTIONAL_LIGHTS];
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float4 Direction[MAX_DIRECTIONAL_LIGHTS];
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};
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struct PointLightInfo
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{
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int Count;
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float4 Position[MAX_POINT_LIGHTS];
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float4 Diffuse[MAX_POINT_LIGHTS];
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float Range[MAX_POINT_LIGHTS];
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};
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2020-11-05 11:17:12 +01:00
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struct TextureBlendStage
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{
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int colorOp;
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int colorArg1;
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int colorArg2;
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int alphaOp;
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int alphaArg1;
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int alphaArg2;
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2020-12-01 02:40:33 +01:00
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};
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struct BlendStageInfo
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{
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int Count;
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TextureBlendStage BlendStages[MAX_BLEND_STAGES];
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};
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struct ColorMixMode
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{
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int BumpMappingEnabled;
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int EnvironmentMappingEnabled;
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};
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float4 CalculateDirectionalDiffuse(float3 N, float3 L, float4 diffuseColor)
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{
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float NDotL = dot(N, L);
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float4 finalColor = 0;
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if (NDotL > 0.0f)
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{
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finalColor = max(0, NDotL * diffuseColor);
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}
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return finalColor;
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}
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float4 CalculateDirectionalSpecular(float3 worldPos, float3 cameraPosition, float3 N, float3 L, float4 specularColor, float specularPower)
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{
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float4 finalColor = 0;
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if (specularPower)
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{
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float3 toEye = normalize(cameraPosition - worldPos);
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float3 halfway = normalize(toEye + L);
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float NDotH = saturate(dot(halfway, N));
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finalColor = max(0, pow(NDotH, specularPower) * specularColor);
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}
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return finalColor;
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}
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inline float4 CalculatePointDiffuse(float3 worldPos, float3 N, float3 L, float range, float4 diffuseColor)
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{
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float diffuseLighting = saturate(dot(N, L));
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diffuseLighting *= (range / dot(worldPos, worldPos));
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return diffuseLighting * diffuseColor;
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}
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