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GiantsTools/Shaders/fx/LandBump.fx

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2020-08-11 21:08:49 +02:00
//--------------------------------------------------------------------------------------
// LandBump.fx
// Land bumpmapping and lighting shader.
//--------------------------------------------------------------------------------------
#define MAX_LIGHTS 4
float4x4 g_mWorldViewProjection : WorldViewProjection;
float4x4 g_World : World;
float4x4 g_TexGenTransform0 : TexGenTransform0;
float4x4 g_TexGenTransform1 : TexGenTransform1;
float4x4 g_ShoreGen : TexGenTransform2;
float4 g_LightDiffuseColors[MAX_LIGHTS] : EffectLightColors;
float3 g_LightPositions[MAX_LIGHTS] : EffectLightPositions;
float g_LightRangeSquared[MAX_LIGHTS] : EffectLightRanges;
float4 g_TextureFactor : TextureFactor;
int g_NumLights = 0;
//////////////////////////////////////////////////////
//The sizes of the various terrain UV Coordinates
float detailScale = 1;
float diffuseScale = 5;
float globalScale;
float detailMapStrength = 1;
float3 sunlightVector = float3(.5,.5,.8);
//The Colour (and brightness) of the Sunlight
float3 lightColour = float3(2,2,2);
//The colour (and birghtness) of the ambient light
float3 ambientColour = float3(.1,.1,.1);
texture g_LandTexture;
texture g_LandBumpTexture;
texture g_ShoreTexture;
texture g_LandDetailTexture;
//--------------------------------------------------------------------------------------
// Texture samplers
//--------------------------------------------------------------------------------------
sampler g_LandTextureSampler =
sampler_state
{
Texture = <g_LandTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
sampler g_LandBumpTextureSampler =
sampler_state
{
Texture = <g_LandBumpTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
sampler g_LandDetailTextureSampler =
sampler_state
{
Texture = <g_LandDetailTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
sampler g_ShoreTextureSampler =
sampler_state
{
Texture = <g_LandBumpTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
//--------------------------------------------------------------------------------------
// Vertex shader output structure
//--------------------------------------------------------------------------------------
struct VS_OUTPUT_BUMP
{
float4 Position : POSITION;
float4 LandBumpDiffuse : COLOR1;
float4 LandDiffuse : COLOR0;
float2 LandBumpTextureUV : TEXCOORD0;
float2 LandTextureUV : TEXCOORD1;
float3 WorldPos : TEXCOORD2;
float3 Normal : TEXCOORD3;
float3 ShoreTextureUV : TEXCOORD4;
};
float4 bx2(float4 x)
{
return float4(2.0f * x.xyzw - 1.0f);
}
VS_OUTPUT_BUMP LandBumpVS( float4 vPos : POSITION,
float3 vNormal : NORMAL,
float4 vDiffuse : COLOR0,
float4 vDiffuse2 : COLOR1)
{
VS_OUTPUT_BUMP Output;
// Transform the position from object space to homogeneous projection space
Output.Position = mul(vPos, g_mWorldViewProjection);
Output.LandBumpDiffuse = vDiffuse2 * .5f;
Output.LandBumpDiffuse.a = 1.0f;
//Output.LandDiffuse
Output.LandDiffuse.rgb = vDiffuse;
Output.LandDiffuse.a = 1.0f;
Output.WorldPos = mul(vPos, g_World);
// Set dynamically generated tex coords
Output.LandBumpTextureUV = mul(vPos, g_TexGenTransform0);
Output.LandTextureUV = mul(vPos, g_TexGenTransform1);
Output.ShoreTextureUV = mul(vPos, g_ShoreGen);
// Transform the normal from object space to world space
Output.Normal = normalize(mul(vNormal, (float3x3)g_World)); // normal (world space)
return Output;
}
float4 LandBumpPS(VS_OUTPUT_BUMP input) : COLOR0
{
float4 normal = bx2(tex2D(g_LandBumpTextureSampler, input.LandBumpTextureUV));
float4 normalcol = bx2(input.LandDiffuse);
float3 normalMap;
normalMap = saturate((float4)dot((float3)normal, (float3)normalcol)).xyz;
#ifdef MIX_4X
float3 texel = tex2D(g_LandTextureSampler, input.LandTextureUV).rgb * tex2D(g_LandTextureSampler, input.LandTextureUV * -0.25).rgb * 4;
float3 finalColor = 2.0 * (normalMap * (texel) + input.LandBumpDiffuse);
#else
float3 finalColor = 2.0 * (normalMap * (tex2D(g_LandTextureSampler, input.LandTextureUV)) + input.LandBumpDiffuse);
//finalColor *= tex2D(g_ShoreTextureSampler, input.ShoreTextureUV);
#endif
//finalColor = (g_TextureFactor * (1 - input.LandDiffuse)) + finalColor;
for (int i = 0; i < MAX_LIGHTS; i++)
{
// Get light direction for this fragment
float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
// Note: Non-uniform scaling not supported
float diffuseLighting = saturate(dot(input.Normal, -lightDir));
// Introduce fall-off of light intensity
diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
finalColor += diffuseColor;
}
return float4(finalColor, 1);
}
technique LandBump
{
pass P0
{
VertexShader = compile vs_2_0 LandBumpVS();
PixelShader = compile ps_2_0 LandBumpPS();
}
}
VS_OUTPUT_BUMP LandNormalVS( float4 vPos : POSITION,
float3 vNormal : NORMAL,
float4 vDiffuse : COLOR0,
float4 vDiffuse2 : COLOR1)
{
VS_OUTPUT_BUMP Output;
// Transform the position from object space to homogeneous projection space
Output.Position = mul(vPos, g_mWorldViewProjection);
Output.LandBumpDiffuse = vDiffuse2 * .5f;
Output.LandBumpDiffuse.a = 1.0f;
//Output.LandDiffuse
Output.LandDiffuse.rgb = vDiffuse;
Output.LandDiffuse.a = 1.0f;
Output.WorldPos = mul(vPos, g_World);
// Set dynamically generated tex coords
Output.LandBumpTextureUV = mul(vPos, g_TexGenTransform0);
Output.LandTextureUV = mul(vPos, g_TexGenTransform1);
Output.ShoreTextureUV = mul(vPos, g_ShoreGen);
// Transform the normal from object space to world space
Output.Normal = normalize(mul(vNormal, (float3x3)g_World)); // normal (world space)
return Output;
}
float4 LandNormalPS(VS_OUTPUT_BUMP input) : COLOR0
{
float4 Output;
//Get Global Normal from the full terrain normal map
float3 Normal = tex2D(g_LandBumpTextureSampler, input.LandTextureUV);
Normal[0] -= .5;
Normal[1] -= .5;
Normal[2] -= .5;
Normal = normalize(Normal);
//{
//
// //Get Detail Normal from the detail map
// float3 detailNormalMap = (tex2D(g_LandDetailTextureSampler, input.LandTextureUV*100/detailScale));
// detailNormalMap[0] -= .5;
// detailNormalMap[1] -= .5;
// detailNormalMap[2] -= .5;
// //Multiply Detail Normal by detailMapStrength
// detailNormalMap[0] = mul(detailNormalMap[0], detailMapStrength);
// detailNormalMap[1] = mul(detailNormalMap[1], detailMapStrength);
//
// //Normalize detail Normal
// detailNormalMap = normalize(detailNormalMap);
//
// if(false)
// {
// //Generate the Tangent Basis for the Detail Normal Map.
// float3x3 tangentBasis;
//
// tangentBasis[0] = cross(Normal, float3(1,0,0));
// tangentBasis[1] = cross(Normal, tangentBasis[0]);
// tangentBasis[2] = Normal;
//
// detailNormalMap = detailNormalMap, detailMapStrength;
//
// Normal = mul(detailNormalMap, tangentBasis);
// Normal = normalize(Normal);
// }
// else
// {
// Normal = normalize(Normal*2+detailNormalMap*detailMapStrength);
// }
//}
float3 sv = normalize(sunlightVector);
float3 lightLevel;
lightLevel[0] = max(dot(Normal, sv), 0)*lightColour[0]*2;//+ambientColour[0];
lightLevel[1] = max(dot(Normal, sv), 0)*lightColour[1]*2;//+ambientColour[1];
lightLevel[2] = max(dot(Normal, sv), 0)*lightColour[2]*2;//+ambientColour[2];
return float4(tex2D(g_LandTextureSampler, input.LandTextureUV) * lightLevel, 1) + input.LandBumpDiffuse;
float4 normal = bx2(tex2D(g_LandBumpTextureSampler, input.LandBumpTextureUV));
float4 normalcol = bx2(input.LandDiffuse);
float3 normalMap;
normalMap = saturate((float4)dot((float3)normal, (float3)normalcol)).xyz;
#ifdef MIX_4X
float3 texel = tex2D(g_LandTextureSampler, input.LandTextureUV).rgb * tex2D(g_LandTextureSampler, input.LandTextureUV * -0.25).rgb * 4;
float3 finalColor = 2.0 * (normalMap * (texel) + input.LandBumpDiffuse);
#else
float3 finalColor = 2.0 * (normalMap * (tex2D(g_LandTextureSampler, input.LandTextureUV)) + input.LandBumpDiffuse);
//finalColor *= tex2D(g_ShoreTextureSampler, input.ShoreTextureUV);
#endif
//finalColor = (g_TextureFactor * (1 - input.LandDiffuse)) + finalColor;
for (int i = 0; i < MAX_LIGHTS; i++)
{
// Get light direction for this fragment
float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
// Note: Non-uniform scaling not supported
float diffuseLighting = saturate(dot(input.Normal, -lightDir));
// Introduce fall-off of light intensity
diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
finalColor += diffuseColor;
}
return float4(finalColor, 1);
}
technique LandNormal
{
pass P0
{
VertexShader = compile vs_2_0 LandNormalVS();
PixelShader = compile ps_2_0 LandNormalPS();
}
}
//--------------------------------------------------------------------------------------
// Vertex shader output structure
//--------------------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Diffuse : COLOR0;
float2 TextureUV : TEXCOORD0;
float3 Normal : TEXCOORD1;
float3 WorldPos : TEXCOORD2;
};
VS_OUTPUT LandscapeVS( float4 vPos : POSITION,
float3 vNormal : NORMAL,
float4 vDiffuse : COLOR0)
{
VS_OUTPUT Output;
// Transform the position from object space to homogeneous projection space
Output.Position = mul(vPos, g_mWorldViewProjection);
// Transform the normal from object space to world space
Output.Normal = normalize(mul(vNormal, (float3x3)g_World)); // normal (world space)
Output.Diffuse.rgb = vDiffuse;
Output.Diffuse.a = 1.0f;
Output.WorldPos = mul(vPos, g_World);
// Set dynamically generated tex coords
Output.TextureUV = mul(vPos, g_TexGenTransform0);
return Output;
}
float4 LandscapePS(VS_OUTPUT input) : COLOR0
{
float4 finalColor = 0;
for (int i = 0; i < MAX_LIGHTS; i++)
{
// Get light direction for this fragment
float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
// Note: Non-uniform scaling not supported
float diffuseLighting = saturate(dot(input.Normal, -lightDir));
// Introduce fall-off of light intensity
diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
finalColor += diffuseColor;
}
#ifdef MIX_4X
float3 texel = tex2D(g_LandTextureSampler, input.TextureUV).rgb * tex2D(g_LandTextureSampler, input.TextureUV * -0.25).rgb * 4;
#else
float3 texel = tex2D(g_LandTextureSampler, input.TextureUV);
#endif
return float4(saturate((texel.xyz + input.Diffuse) + (finalColor)), 1.0f);
}
technique Landscape
{
pass P0
{
VertexShader = compile vs_2_0 LandscapeVS();
PixelShader = compile ps_2_0 LandscapePS();
}
}