mirror of
https://github.com/ncblakely/GiantsTools
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448 lines
12 KiB
HLSL
448 lines
12 KiB
HLSL
// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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// http://create.msdn.com/en-US/education/catalog/sample/stock_effects
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Texture2D<float4> Texture : register(t0);
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TextureCube<float4> EnvironmentMap : register(t1);
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Texture2D<float4> SphereMap : register(t1);
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Texture2DArray<float4> DualParabolaMap : register(t1);
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sampler Sampler : register(s0);
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sampler EnvMapSampler : register(s1);
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cbuffer Parameters : register(b0)
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{
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float3 EnvironmentMapSpecular : packoffset(c0);
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float EnvironmentMapAmount : packoffset(c1.x);
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float FresnelFactor : packoffset(c1.y);
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float4 DiffuseColor : packoffset(c2);
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float3 EmissiveColor : packoffset(c3);
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float3 LightDirection[3] : packoffset(c4);
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float3 LightDiffuseColor[3] : packoffset(c7);
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float3 EyePosition : packoffset(c10);
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float3 FogColor : packoffset(c11);
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float4 FogVector : packoffset(c12);
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float4x4 World : packoffset(c13);
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float3x3 WorldInverseTranspose : packoffset(c17);
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float4x4 WorldViewProj : packoffset(c20);
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};
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// We don't use these parameters, but Lighting.fxh won't compile without them.
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#define SpecularPower 0
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#define SpecularColor 0
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#define LightSpecularColor float3(0, 0, 0)
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#include "Structures.fxh"
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#include "Common.fxh"
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#include "Lighting.fxh"
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#include "Utilities.fxh"
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float ComputeFresnelFactor(float3 eyeVector, float3 worldNormal)
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{
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float viewAngle = dot(eyeVector, worldNormal);
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return pow(max(1 - abs(viewAngle), 0), FresnelFactor) * EnvironmentMapAmount;
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}
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VSOutputTxEnvMap ComputeEnvMapVSOutput(VSInputNmTx vin, float3 normal, uniform bool useFresnel, uniform int numLights)
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{
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VSOutputTxEnvMap vout;
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float4 pos_ws = mul(vin.Position, World);
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float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
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float3 worldNormal = normalize(mul(normal, WorldInverseTranspose));
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ColorPair lightResult = ComputeLights(eyeVector, worldNormal, numLights);
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vout.PositionPS = mul(vin.Position, WorldViewProj);
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vout.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a);
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if (useFresnel)
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vout.Specular.rgb = ComputeFresnelFactor(eyeVector, worldNormal);
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else
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vout.Specular.rgb = EnvironmentMapAmount;
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vout.Specular.a = ComputeFogFactor(vin.Position);
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vout.TexCoord = vin.TexCoord;
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vout.EnvCoord = reflect(-eyeVector, worldNormal);
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return vout;
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}
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// Cubic environment mapping
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// Greene, "Environment Mapping and Other Applications of World Projections", IEEE Computer Graphics and Applications. 1986.
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float4 ComputeEnvMapPSOutput(PSInputPixelLightingTx pin, uniform bool useFresnel)
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
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float3 worldNormal = normalize(pin.NormalWS);
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ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
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color.rgb *= lightResult.Diffuse;
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float3 envcoord = reflect(-eyeVector, worldNormal);
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float4 envmap = EnvironmentMap.Sample(EnvMapSampler, envcoord) * color.a;
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float3 amount;
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if (useFresnel)
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amount = ComputeFresnelFactor(eyeVector, worldNormal);
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else
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amount = EnvironmentMapAmount;
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color.rgb = lerp(color.rgb, envmap.rgb, amount.rgb);
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color.rgb += EnvironmentMapSpecular * envmap.a;
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return color;
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}
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// Spherical environment mapping
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// Blinn & Newell, "Texture and Reflection in Computer Generated Images", Communications of the ACM. 1976.
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float4 ComputeEnvMapSpherePSOutput(PSInputPixelLightingTx pin, uniform bool useFresnel)
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
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float3 worldNormal = normalize(pin.NormalWS);
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ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
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color.rgb *= lightResult.Diffuse;
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float3 r = reflect(-eyeVector, worldNormal);
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float m = 2.0 * sqrt(r.x*r.x + r.y*r.y + (r.z + 1.0)*(r.z + 1.0));
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float2 envcoord = float2(r.x / m + 0.5, r.y / m + 0.5);
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float4 envmap = SphereMap.Sample(EnvMapSampler, envcoord) * color.a;
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float3 amount;
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if (useFresnel)
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amount = ComputeFresnelFactor(eyeVector, worldNormal);
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else
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amount = EnvironmentMapAmount;
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color.rgb = lerp(color.rgb, envmap.rgb, amount.rgb);
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color.rgb += EnvironmentMapSpecular * envmap.a;
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return color;
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}
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// Dual-parabola environment mapping
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// Heidrich & Seidel, "View-independent Environment Maps", Eurographics Workshop on Graphics Hardware, 1998.
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float4 ComputeEnvMapDualParabolaPSOutput(PSInputPixelLightingTx pin, uniform bool useFresnel)
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
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float3 worldNormal = normalize(pin.NormalWS);
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ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
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color.rgb *= lightResult.Diffuse;
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float3 r = reflect(-eyeVector, worldNormal);
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float m = 2.0 * (1.0 + abs(r.z));
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float3 envcoord = float3(r.x / m + 0.5, r.y / m + 0.5, (r.z > 0) ? 0 : 1);
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float4 envmap = DualParabolaMap.Sample(EnvMapSampler, envcoord) * color.a;
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float3 amount;
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if (useFresnel)
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amount = ComputeFresnelFactor(eyeVector, worldNormal);
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else
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amount = EnvironmentMapAmount;
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color.rgb = lerp(color.rgb, envmap.rgb, amount.rgb);
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color.rgb += EnvironmentMapSpecular * envmap.a;
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return color;
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}
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// Vertex shader: basic.
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VSOutputTxEnvMap VSEnvMap(VSInputNmTx vin)
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{
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return ComputeEnvMapVSOutput(vin, vin.Normal, false, 3);
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}
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VSOutputTxEnvMap VSEnvMapBn(VSInputNmTx vin)
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{
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float3 normal = BiasX2(vin.Normal);
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return ComputeEnvMapVSOutput(vin, normal, false, 3);
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}
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// Vertex shader: fresnel.
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VSOutputTxEnvMap VSEnvMapFresnel(VSInputNmTx vin)
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{
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return ComputeEnvMapVSOutput(vin, vin.Normal, true, 3);
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}
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VSOutputTxEnvMap VSEnvMapFresnelBn(VSInputNmTx vin)
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{
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float3 normal = BiasX2(vin.Normal);
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return ComputeEnvMapVSOutput(vin, normal, true, 3);
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}
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// Vertex shader: one light.
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VSOutputTxEnvMap VSEnvMapOneLight(VSInputNmTx vin)
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{
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return ComputeEnvMapVSOutput(vin, vin.Normal, false, 1);
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}
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VSOutputTxEnvMap VSEnvMapOneLightBn(VSInputNmTx vin)
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{
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float3 normal = BiasX2(vin.Normal);
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return ComputeEnvMapVSOutput(vin, normal, false, 1);
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}
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// Vertex shader: one light, fresnel.
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VSOutputTxEnvMap VSEnvMapOneLightFresnel(VSInputNmTx vin)
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{
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return ComputeEnvMapVSOutput(vin, vin.Normal, true, 1);
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}
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VSOutputTxEnvMap VSEnvMapOneLightFresnelBn(VSInputNmTx vin)
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{
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float3 normal = BiasX2(vin.Normal);
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return ComputeEnvMapVSOutput(vin, normal, true, 1);
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}
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// Vertex shader: pixel lighting.
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VSOutputPixelLightingTx VSEnvMapPixelLighting(VSInputNmTx vin)
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{
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VSOutputPixelLightingTx vout;
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
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SetCommonVSOutputParamsPixelLighting;
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vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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VSOutputPixelLightingTx VSEnvMapPixelLightingSM4(VSInputNmTx vin)
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{
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return VSEnvMapPixelLighting(vin);
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}
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VSOutputPixelLightingTx VSEnvMapPixelLightingBn(VSInputNmTx vin)
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{
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VSOutputPixelLightingTx vout;
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float3 normal = BiasX2(vin.Normal);
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
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SetCommonVSOutputParamsPixelLighting;
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vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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VSOutputPixelLightingTx VSEnvMapPixelLightingBnSM4(VSInputNmTx vin)
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{
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return VSEnvMapPixelLightingBn(vin);
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}
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// Pixel shader (cube mapping): basic.
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float4 PSEnvMap(PSInputTxEnvMap pin) : SV_Target0
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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float4 envmap = EnvironmentMap.Sample(EnvMapSampler, pin.EnvCoord) * color.a;
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color.rgb = lerp(color.rgb, envmap.rgb, pin.Specular.rgb);
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ApplyFog(color, pin.Specular.w);
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return color;
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}
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// Pixel shader (cube mapping): no fog.
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float4 PSEnvMapNoFog(PSInputTxEnvMap pin) : SV_Target0
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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float4 envmap = EnvironmentMap.Sample(EnvMapSampler, pin.EnvCoord) * color.a;
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color.rgb = lerp(color.rgb, envmap.rgb, pin.Specular.rgb);
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return color;
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}
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// Pixel shader (cube mapping): specular.
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float4 PSEnvMapSpecular(PSInputTxEnvMap pin) : SV_Target0
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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float4 envmap = EnvironmentMap.Sample(EnvMapSampler, pin.EnvCoord) * color.a;
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color.rgb = lerp(color.rgb, envmap.rgb, pin.Specular.rgb);
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color.rgb += EnvironmentMapSpecular * envmap.a;
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ApplyFog(color, pin.Specular.w);
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return color;
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}
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// Pixel shader (cube mapping): specular, no fog.
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float4 PSEnvMapSpecularNoFog(PSInputTxEnvMap pin) : SV_Target0
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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float4 envmap = EnvironmentMap.Sample(EnvMapSampler, pin.EnvCoord) * color.a;
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color.rgb = lerp(color.rgb, envmap.rgb, pin.Specular.rgb);
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color.rgb += EnvironmentMapSpecular * envmap.a;
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return color;
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}
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// Pixel shader (cube mapping): pixel lighting.
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float4 PSEnvMapPixelLighting(PSInputPixelLightingTx pin) : SV_Target0
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{
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float4 color = ComputeEnvMapPSOutput(pin, false);
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ApplyFog(color, pin.PositionWS.w);
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return color;
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}
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// Pixel shader (cube mapping): pixel lighting + no fog.
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float4 PSEnvMapPixelLightingNoFog(PSInputPixelLightingTx pin) : SV_Target0
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{
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float4 color = ComputeEnvMapPSOutput(pin, false);
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return color;
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}
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// Pixel shader (cube mapping): pixel lighting + fresnel
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float4 PSEnvMapPixelLightingFresnel(PSInputPixelLightingTx pin) : SV_Target0
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{
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float4 color = ComputeEnvMapPSOutput(pin, true);
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ApplyFog(color, pin.PositionWS.w);
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return color;
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}
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// Pixel shader (cube mapping): pixel lighting + fresnel + no fog.
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float4 PSEnvMapPixelLightingFresnelNoFog(PSInputPixelLightingTx pin) : SV_Target0
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{
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float4 color = ComputeEnvMapPSOutput(pin, true);
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return color;
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}
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// Pixel shader (sphere mapping): pixel lighting.
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float4 PSEnvMapSpherePixelLighting(PSInputPixelLightingTx pin) : SV_Target0
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{
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float4 color = ComputeEnvMapSpherePSOutput(pin, false);
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ApplyFog(color, pin.PositionWS.w);
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return color;
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}
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// Pixel shader (sphere mapping): pixel lighting + no fog.
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float4 PSEnvMapSpherePixelLightingNoFog(PSInputPixelLightingTx pin) : SV_Target0
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{
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float4 color = ComputeEnvMapSpherePSOutput(pin, false);
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return color;
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}
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// Pixel shader (sphere mapping): pixel lighting + fresnel
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float4 PSEnvMapSpherePixelLightingFresnel(PSInputPixelLightingTx pin) : SV_Target0
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{
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float4 color = ComputeEnvMapSpherePSOutput(pin, true);
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ApplyFog(color, pin.PositionWS.w);
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return color;
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}
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// Pixel shader (sphere mapping): pixel lighting + fresnel + no fog.
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float4 PSEnvMapSpherePixelLightingFresnelNoFog(PSInputPixelLightingTx pin) : SV_Target0
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{
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float4 color = ComputeEnvMapSpherePSOutput(pin, true);
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return color;
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}
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// Pixel shader (dual parabola mapping): pixel lighting.
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float4 PSEnvMapDualParabolaPixelLighting(PSInputPixelLightingTx pin) : SV_Target0
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{
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float4 color = ComputeEnvMapDualParabolaPSOutput(pin, false);
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ApplyFog(color, pin.PositionWS.w);
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return color;
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}
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// Pixel shader (dual parabola mapping): pixel lighting + no fog.
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float4 PSEnvMapDualParabolaPixelLightingNoFog(PSInputPixelLightingTx pin) : SV_Target0
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{
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float4 color = ComputeEnvMapDualParabolaPSOutput(pin, false);
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return color;
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}
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// Pixel shader (dual parabola mapping): pixel lighting + fresnel
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float4 PSEnvMapDualParabolaPixelLightingFresnel(PSInputPixelLightingTx pin) : SV_Target0
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{
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float4 color = ComputeEnvMapDualParabolaPSOutput(pin, true);
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ApplyFog(color, pin.PositionWS.w);
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return color;
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}
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// Pixel shader (dual parabola mapping): pixel lighting + fresnel + no fog.
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float4 PSEnvMapDualParabolaPixelLightingFresnelNoFog(PSInputPixelLightingTx pin) : SV_Target0
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{
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float4 color = ComputeEnvMapDualParabolaPSOutput(pin, true);
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return color;
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}
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