mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-23 06:35:37 +01:00
608 lines
13 KiB
HLSL
608 lines
13 KiB
HLSL
|
// Copyright (c) Microsoft Corporation. All rights reserved.
|
||
|
// Licensed under the MIT License.
|
||
|
//
|
||
|
// http://go.microsoft.com/fwlink/?LinkId=248929
|
||
|
// http://create.msdn.com/en-US/education/catalog/sample/stock_effects
|
||
|
|
||
|
|
||
|
Texture2D<float4> Texture : register(t0);
|
||
|
sampler Sampler : register(s0);
|
||
|
|
||
|
|
||
|
cbuffer Parameters : register(b0)
|
||
|
{
|
||
|
float4 DiffuseColor : packoffset(c0);
|
||
|
float3 EmissiveColor : packoffset(c1);
|
||
|
float3 SpecularColor : packoffset(c2);
|
||
|
float SpecularPower : packoffset(c2.w);
|
||
|
|
||
|
float3 LightDirection[3] : packoffset(c3);
|
||
|
float3 LightDiffuseColor[3] : packoffset(c6);
|
||
|
float3 LightSpecularColor[3] : packoffset(c9);
|
||
|
|
||
|
float3 EyePosition : packoffset(c12);
|
||
|
|
||
|
float3 FogColor : packoffset(c13);
|
||
|
float4 FogVector : packoffset(c14);
|
||
|
|
||
|
float4x4 World : packoffset(c15);
|
||
|
float3x3 WorldInverseTranspose : packoffset(c19);
|
||
|
float4x4 WorldViewProj : packoffset(c22);
|
||
|
};
|
||
|
|
||
|
|
||
|
#include "Structures.fxh"
|
||
|
#include "Common.fxh"
|
||
|
#include "Lighting.fxh"
|
||
|
#include "Utilities.fxh"
|
||
|
|
||
|
|
||
|
// Vertex shader: basic.
|
||
|
VSOutput VSBasic(VSInput vin)
|
||
|
{
|
||
|
VSOutput vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: no fog.
|
||
|
VSOutputNoFog VSBasicNoFog(VSInput vin)
|
||
|
{
|
||
|
VSOutputNoFog vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
||
|
SetCommonVSOutputParamsNoFog;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: vertex color.
|
||
|
VSOutput VSBasicVc(VSInputVc vin)
|
||
|
{
|
||
|
VSOutput vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.Diffuse *= vin.Color;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: vertex color, no fog.
|
||
|
VSOutputNoFog VSBasicVcNoFog(VSInputVc vin)
|
||
|
{
|
||
|
VSOutputNoFog vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
||
|
SetCommonVSOutputParamsNoFog;
|
||
|
|
||
|
vout.Diffuse *= vin.Color;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: texture.
|
||
|
VSOutputTx VSBasicTx(VSInputTx vin)
|
||
|
{
|
||
|
VSOutputTx vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: texture, no fog.
|
||
|
VSOutputTxNoFog VSBasicTxNoFog(VSInputTx vin)
|
||
|
{
|
||
|
VSOutputTxNoFog vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
||
|
SetCommonVSOutputParamsNoFog;
|
||
|
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: texture + vertex color.
|
||
|
VSOutputTx VSBasicTxVc(VSInputTxVc vin)
|
||
|
{
|
||
|
VSOutputTx vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
vout.Diffuse *= vin.Color;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: texture + vertex color, no fog.
|
||
|
VSOutputTxNoFog VSBasicTxVcNoFog(VSInputTxVc vin)
|
||
|
{
|
||
|
VSOutputTxNoFog vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
||
|
SetCommonVSOutputParamsNoFog;
|
||
|
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
vout.Diffuse *= vin.Color;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: vertex lighting.
|
||
|
VSOutput VSBasicVertexLighting(VSInputNm vin)
|
||
|
{
|
||
|
VSOutput vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
VSOutput VSBasicVertexLightingBn(VSInputNm vin)
|
||
|
{
|
||
|
VSOutput vout;
|
||
|
|
||
|
float3 normal = BiasX2(vin.Normal);
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 3);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: vertex lighting + vertex color.
|
||
|
VSOutput VSBasicVertexLightingVc(VSInputNmVc vin)
|
||
|
{
|
||
|
VSOutput vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.Diffuse *= vin.Color;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
VSOutput VSBasicVertexLightingVcBn(VSInputNmVc vin)
|
||
|
{
|
||
|
VSOutput vout;
|
||
|
|
||
|
float3 normal = BiasX2(vin.Normal);
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 3);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.Diffuse *= vin.Color;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: vertex lighting + texture.
|
||
|
VSOutputTx VSBasicVertexLightingTx(VSInputNmTx vin)
|
||
|
{
|
||
|
VSOutputTx vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
VSOutputTx VSBasicVertexLightingTxBn(VSInputNmTx vin)
|
||
|
{
|
||
|
VSOutputTx vout;
|
||
|
|
||
|
float3 normal = BiasX2(vin.Normal);
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 3);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: vertex lighting + texture + vertex color.
|
||
|
VSOutputTx VSBasicVertexLightingTxVc(VSInputNmTxVc vin)
|
||
|
{
|
||
|
VSOutputTx vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
vout.Diffuse *= vin.Color;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
VSOutputTx VSBasicVertexLightingTxVcBn(VSInputNmTxVc vin)
|
||
|
{
|
||
|
VSOutputTx vout;
|
||
|
|
||
|
float3 normal = BiasX2(vin.Normal);
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 3);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
vout.Diffuse *= vin.Color;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: one light.
|
||
|
VSOutput VSBasicOneLight(VSInputNm vin)
|
||
|
{
|
||
|
VSOutput vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
VSOutput VSBasicOneLightBn(VSInputNm vin)
|
||
|
{
|
||
|
VSOutput vout;
|
||
|
|
||
|
float3 normal = BiasX2(vin.Normal);
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 1);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: one light + vertex color.
|
||
|
VSOutput VSBasicOneLightVc(VSInputNmVc vin)
|
||
|
{
|
||
|
VSOutput vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.Diffuse *= vin.Color;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
VSOutput VSBasicOneLightVcBn(VSInputNmVc vin)
|
||
|
{
|
||
|
VSOutput vout;
|
||
|
|
||
|
float3 normal = BiasX2(vin.Normal);
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 1);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.Diffuse *= vin.Color;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: one light + texture.
|
||
|
VSOutputTx VSBasicOneLightTx(VSInputNmTx vin)
|
||
|
{
|
||
|
VSOutputTx vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
VSOutputTx VSBasicOneLightTxBn(VSInputNmTx vin)
|
||
|
{
|
||
|
VSOutputTx vout;
|
||
|
|
||
|
float3 normal = BiasX2(vin.Normal);
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 1);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: one light + texture + vertex color.
|
||
|
VSOutputTx VSBasicOneLightTxVc(VSInputNmTxVc vin)
|
||
|
{
|
||
|
VSOutputTx vout;
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
vout.Diffuse *= vin.Color;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
VSOutputTx VSBasicOneLightTxVcBn(VSInputNmTxVc vin)
|
||
|
{
|
||
|
VSOutputTx vout;
|
||
|
|
||
|
float3 normal = BiasX2(vin.Normal);
|
||
|
|
||
|
CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, normal, 1);
|
||
|
SetCommonVSOutputParams;
|
||
|
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
vout.Diffuse *= vin.Color;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: pixel lighting.
|
||
|
VSOutputPixelLighting VSBasicPixelLighting(VSInputNm vin)
|
||
|
{
|
||
|
VSOutputPixelLighting vout;
|
||
|
|
||
|
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
|
||
|
SetCommonVSOutputParamsPixelLighting;
|
||
|
|
||
|
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
VSOutputPixelLighting VSBasicPixelLightingBn(VSInputNm vin)
|
||
|
{
|
||
|
VSOutputPixelLighting vout;
|
||
|
|
||
|
float3 normal = BiasX2(vin.Normal);
|
||
|
|
||
|
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
|
||
|
SetCommonVSOutputParamsPixelLighting;
|
||
|
|
||
|
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: pixel lighting + vertex color.
|
||
|
VSOutputPixelLighting VSBasicPixelLightingVc(VSInputNmVc vin)
|
||
|
{
|
||
|
VSOutputPixelLighting vout;
|
||
|
|
||
|
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
|
||
|
SetCommonVSOutputParamsPixelLighting;
|
||
|
|
||
|
vout.Diffuse.rgb = vin.Color.rgb;
|
||
|
vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
VSOutputPixelLighting VSBasicPixelLightingVcBn(VSInputNmVc vin)
|
||
|
{
|
||
|
VSOutputPixelLighting vout;
|
||
|
|
||
|
float3 normal = BiasX2(vin.Normal);
|
||
|
|
||
|
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
|
||
|
SetCommonVSOutputParamsPixelLighting;
|
||
|
|
||
|
vout.Diffuse.rgb = vin.Color.rgb;
|
||
|
vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: pixel lighting + texture.
|
||
|
VSOutputPixelLightingTx VSBasicPixelLightingTx(VSInputNmTx vin)
|
||
|
{
|
||
|
VSOutputPixelLightingTx vout;
|
||
|
|
||
|
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
|
||
|
SetCommonVSOutputParamsPixelLighting;
|
||
|
|
||
|
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
VSOutputPixelLightingTx VSBasicPixelLightingTxBn(VSInputNmTx vin)
|
||
|
{
|
||
|
VSOutputPixelLightingTx vout;
|
||
|
|
||
|
float3 normal = BiasX2(vin.Normal);
|
||
|
|
||
|
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
|
||
|
SetCommonVSOutputParamsPixelLighting;
|
||
|
|
||
|
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Vertex shader: pixel lighting + texture + vertex color.
|
||
|
VSOutputPixelLightingTx VSBasicPixelLightingTxVc(VSInputNmTxVc vin)
|
||
|
{
|
||
|
VSOutputPixelLightingTx vout;
|
||
|
|
||
|
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
|
||
|
SetCommonVSOutputParamsPixelLighting;
|
||
|
|
||
|
vout.Diffuse.rgb = vin.Color.rgb;
|
||
|
vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
VSOutputPixelLightingTx VSBasicPixelLightingTxVcBn(VSInputNmTxVc vin)
|
||
|
{
|
||
|
VSOutputPixelLightingTx vout;
|
||
|
|
||
|
float3 normal = BiasX2(vin.Normal);
|
||
|
|
||
|
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
|
||
|
SetCommonVSOutputParamsPixelLighting;
|
||
|
|
||
|
vout.Diffuse.rgb = vin.Color.rgb;
|
||
|
vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
|
||
|
vout.TexCoord = vin.TexCoord;
|
||
|
|
||
|
return vout;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: basic.
|
||
|
float4 PSBasic(PSInput pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = pin.Diffuse;
|
||
|
|
||
|
ApplyFog(color, pin.Specular.w);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: no fog.
|
||
|
float4 PSBasicNoFog(PSInputNoFog pin) : SV_Target0
|
||
|
{
|
||
|
return pin.Diffuse;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: texture.
|
||
|
float4 PSBasicTx(PSInputTx pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
|
||
|
|
||
|
ApplyFog(color, pin.Specular.w);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: texture, no fog.
|
||
|
float4 PSBasicTxNoFog(PSInputTxNoFog pin) : SV_Target0
|
||
|
{
|
||
|
return Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: vertex lighting.
|
||
|
float4 PSBasicVertexLighting(PSInput pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = pin.Diffuse;
|
||
|
|
||
|
AddSpecular(color, pin.Specular.rgb);
|
||
|
ApplyFog(color, pin.Specular.w);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: vertex lighting, no fog.
|
||
|
float4 PSBasicVertexLightingNoFog(PSInput pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = pin.Diffuse;
|
||
|
|
||
|
AddSpecular(color, pin.Specular.rgb);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: vertex lighting + texture.
|
||
|
float4 PSBasicVertexLightingTx(PSInputTx pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
|
||
|
|
||
|
AddSpecular(color, pin.Specular.rgb);
|
||
|
ApplyFog(color, pin.Specular.w);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: vertex lighting + texture, no fog.
|
||
|
float4 PSBasicVertexLightingTxNoFog(PSInputTx pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
|
||
|
|
||
|
AddSpecular(color, pin.Specular.rgb);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: pixel lighting.
|
||
|
float4 PSBasicPixelLighting(PSInputPixelLighting pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = pin.Diffuse;
|
||
|
|
||
|
float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
|
||
|
float3 worldNormal = normalize(pin.NormalWS);
|
||
|
|
||
|
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
|
||
|
|
||
|
color.rgb *= lightResult.Diffuse;
|
||
|
|
||
|
AddSpecular(color, lightResult.Specular);
|
||
|
ApplyFog(color, pin.PositionWS.w);
|
||
|
|
||
|
return color;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader: pixel lighting + texture.
|
||
|
float4 PSBasicPixelLightingTx(PSInputPixelLightingTx pin) : SV_Target0
|
||
|
{
|
||
|
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
|
||
|
|
||
|
float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
|
||
|
float3 worldNormal = normalize(pin.NormalWS);
|
||
|
|
||
|
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
|
||
|
|
||
|
color.rgb *= lightResult.Diffuse;
|
||
|
|
||
|
AddSpecular(color, lightResult.Specular);
|
||
|
ApplyFog(color, pin.PositionWS.w);
|
||
|
|
||
|
return color;
|
||
|
}
|