1
0
mirror of https://github.com/ncblakely/GiantsTools synced 2024-11-16 19:55:36 +01:00
GiantsTools/Sdk/External/DirectXTK/Src/Shaders/DGSLPhong.hlsl

208 lines
5.7 KiB
HLSL
Raw Normal View History

2021-01-24 00:40:09 +01:00
// 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;
}