mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-12-23 15:57:22 +01:00
150 lines
4.0 KiB
HLSL
150 lines
4.0 KiB
HLSL
// Copyright (c) Microsoft Corporation. All rights reserved.
|
|
// Licensed under the MIT License.
|
|
|
|
//
|
|
// This file was generated by exporting HLSL from Visual Studio's default "Unlit" material, and then modified to handle both texture scenarios
|
|
// <Visual Studio install folder>\Common7\IDE\Extensions\Microsoft\VsGraphics\Assets\Effects\Unlit.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;
|
|
};
|
|
|
|
//
|
|
// 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;
|
|
|
|
result.fragment = pixel.diffuse;
|
|
|
|
return result;
|
|
}
|
|
|
|
P2F mainTk(V2P pixel)
|
|
{
|
|
P2F result;
|
|
|
|
result.fragment = pixel.diffuse;
|
|
if (result.fragment.a == 0.0f) discard;
|
|
|
|
return result;
|
|
}
|
|
|
|
P2F mainTx(V2P pixel)
|
|
{
|
|
P2F result;
|
|
|
|
// we need to normalize incoming vectors
|
|
float3 surfaceNormal = normalize(pixel.normal);
|
|
float3 surfaceTangent = normalize(pixel.tangent.xyz);
|
|
float3 worldNormal = normalize(pixel.worldNorm);
|
|
float3 toEyeVector = normalize(pixel.toEye);
|
|
|
|
// construct tangent matrix
|
|
float3x3 localToTangent = transpose(float3x3(surfaceTangent, cross(surfaceNormal, surfaceTangent) * pixel.tangent.w, surfaceNormal));
|
|
float3x3 worldToTangent = mul((float3x3)WorldToLocal4x4, localToTangent);
|
|
|
|
// transform some vectors into tangent space
|
|
float3 tangentLightDir = normalize(mul(LightDirection[0], worldToTangent));
|
|
float3 tangentToEyeVec = normalize(mul(toEyeVector, worldToTangent));
|
|
|
|
// BEGIN GENERATED CODE
|
|
float3 local3 = pixel.diffuse.rgb * Texture1.Sample(TexSampler, pixel.uv).rgb;
|
|
float local4 = pixel.diffuse.a * Texture1.Sample(TexSampler, pixel.uv).a;
|
|
result.fragment = CombineRGBWithAlpha(local3, local4);
|
|
// END GENERATED CODE
|
|
|
|
return result;
|
|
}
|
|
|
|
P2F mainTxTk(V2P pixel)
|
|
{
|
|
P2F result;
|
|
|
|
// we need to normalize incoming vectors
|
|
float3 surfaceNormal = normalize(pixel.normal);
|
|
float3 surfaceTangent = normalize(pixel.tangent.xyz);
|
|
float3 worldNormal = normalize(pixel.worldNorm);
|
|
float3 toEyeVector = normalize(pixel.toEye);
|
|
|
|
// construct tangent matrix
|
|
float3x3 localToTangent = transpose(float3x3(surfaceTangent, cross(surfaceNormal, surfaceTangent) * pixel.tangent.w, surfaceNormal));
|
|
float3x3 worldToTangent = mul((float3x3)WorldToLocal4x4, localToTangent);
|
|
|
|
// transform some vectors into tangent space
|
|
float3 tangentLightDir = normalize(mul(LightDirection[0], worldToTangent));
|
|
float3 tangentToEyeVec = normalize(mul(toEyeVector, worldToTangent));
|
|
|
|
// BEGIN GENERATED CODE
|
|
float3 local3 = pixel.diffuse.rgb * Texture1.Sample(TexSampler, pixel.uv).rgb;
|
|
float local4 = pixel.diffuse.a * Texture1.Sample(TexSampler, pixel.uv).a;
|
|
result.fragment = CombineRGBWithAlpha(local3, local4);
|
|
// END GENERATED CODE
|
|
|
|
if (result.fragment.a == 0.0f) discard;
|
|
|
|
return result;
|
|
}
|
|
|