mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-16 19:55:36 +01:00
376 lines
11 KiB
HLSL
376 lines
11 KiB
HLSL
//--------------------------------------------------------------------------------------
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// LandBump.fx
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// Land bumpmapping and lighting shader.
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//--------------------------------------------------------------------------------------
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#define MAX_LIGHTS 4
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float4x4 g_mWorldViewProjection : WorldViewProjection;
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float4x4 g_World : World;
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float4x4 g_TexGenTransform0 : TexGenTransform0;
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float4x4 g_TexGenTransform1 : TexGenTransform1;
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float4x4 g_ShoreGen : TexGenTransform2;
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float4 g_LightDiffuseColors[MAX_LIGHTS] : EffectLightColors;
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float3 g_LightPositions[MAX_LIGHTS] : EffectLightPositions;
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float g_LightRangeSquared[MAX_LIGHTS] : EffectLightRanges;
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float4 g_TextureFactor : TextureFactor;
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int g_NumLights = 0;
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//////////////////////////////////////////////////////
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//The sizes of the various terrain UV Coordinates
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float detailScale = 1;
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float diffuseScale = 5;
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float globalScale;
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float detailMapStrength = 1;
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float3 sunlightVector = float3(.5,.5,.8);
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//The Colour (and brightness) of the Sunlight
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float3 lightColour = float3(2,2,2);
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//The colour (and birghtness) of the ambient light
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float3 ambientColour = float3(.1,.1,.1);
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texture g_LandTexture;
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texture g_LandBumpTexture;
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texture g_ShoreTexture;
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texture g_LandDetailTexture;
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//--------------------------------------------------------------------------------------
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// Texture samplers
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//--------------------------------------------------------------------------------------
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sampler g_LandTextureSampler =
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sampler_state
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{
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Texture = <g_LandTexture>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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};
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sampler g_LandBumpTextureSampler =
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sampler_state
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{
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Texture = <g_LandBumpTexture>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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};
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sampler g_LandDetailTextureSampler =
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sampler_state
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{
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Texture = <g_LandDetailTexture>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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};
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sampler g_ShoreTextureSampler =
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sampler_state
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{
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Texture = <g_LandBumpTexture>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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};
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//--------------------------------------------------------------------------------------
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// Vertex shader output structure
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//--------------------------------------------------------------------------------------
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struct VS_OUTPUT_BUMP
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{
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float4 Position : POSITION;
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float4 LandBumpDiffuse : COLOR1;
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float4 LandDiffuse : COLOR0;
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float2 LandBumpTextureUV : TEXCOORD0;
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float2 LandTextureUV : TEXCOORD1;
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float3 WorldPos : TEXCOORD2;
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float3 Normal : TEXCOORD3;
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float3 ShoreTextureUV : TEXCOORD4;
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};
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float4 bx2(float4 x)
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{
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return float4(2.0f * x.xyzw - 1.0f);
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}
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VS_OUTPUT_BUMP LandBumpVS( float4 vPos : POSITION,
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float3 vNormal : NORMAL,
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float4 vDiffuse : COLOR0,
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float4 vDiffuse2 : COLOR1)
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{
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VS_OUTPUT_BUMP Output;
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// Transform the position from object space to homogeneous projection space
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Output.Position = mul(vPos, g_mWorldViewProjection);
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Output.LandBumpDiffuse = vDiffuse2 * .5f;
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Output.LandBumpDiffuse.a = 1.0f;
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//Output.LandDiffuse
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Output.LandDiffuse.rgb = vDiffuse;
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Output.LandDiffuse.a = 1.0f;
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Output.WorldPos = mul(vPos, g_World);
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// Set dynamically generated tex coords
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Output.LandBumpTextureUV = mul(vPos, g_TexGenTransform0);
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Output.LandTextureUV = mul(vPos, g_TexGenTransform1);
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Output.ShoreTextureUV = mul(vPos, g_ShoreGen);
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// Transform the normal from object space to world space
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Output.Normal = normalize(mul(vNormal, (float3x3)g_World)); // normal (world space)
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return Output;
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}
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float4 LandBumpPS(VS_OUTPUT_BUMP input) : COLOR0
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{
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float4 normal = bx2(tex2D(g_LandBumpTextureSampler, input.LandBumpTextureUV));
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float4 normalcol = bx2(input.LandDiffuse);
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float3 normalMap;
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normalMap = saturate((float4)dot((float3)normal, (float3)normalcol)).xyz;
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#ifdef MIX_4X
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float3 texel = tex2D(g_LandTextureSampler, input.LandTextureUV).rgb * tex2D(g_LandTextureSampler, input.LandTextureUV * -0.25).rgb * 4;
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float3 finalColor = 2.0 * (normalMap * (texel) + input.LandBumpDiffuse);
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#else
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float3 finalColor = 2.0 * (normalMap * (tex2D(g_LandTextureSampler, input.LandTextureUV)) + input.LandBumpDiffuse);
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//finalColor *= tex2D(g_ShoreTextureSampler, input.ShoreTextureUV);
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#endif
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//finalColor = (g_TextureFactor * (1 - input.LandDiffuse)) + finalColor;
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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// Get light direction for this fragment
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float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
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// Note: Non-uniform scaling not supported
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float diffuseLighting = saturate(dot(input.Normal, -lightDir));
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// Introduce fall-off of light intensity
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diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
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float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
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finalColor += diffuseColor;
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}
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return float4(finalColor, 1);
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}
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technique LandBump
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{
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pass P0
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{
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VertexShader = compile vs_2_0 LandBumpVS();
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PixelShader = compile ps_2_0 LandBumpPS();
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}
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}
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VS_OUTPUT_BUMP LandNormalVS( float4 vPos : POSITION,
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float3 vNormal : NORMAL,
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float4 vDiffuse : COLOR0,
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float4 vDiffuse2 : COLOR1)
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{
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VS_OUTPUT_BUMP Output;
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// Transform the position from object space to homogeneous projection space
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Output.Position = mul(vPos, g_mWorldViewProjection);
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Output.LandBumpDiffuse = vDiffuse2 * .5f;
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Output.LandBumpDiffuse.a = 1.0f;
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//Output.LandDiffuse
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Output.LandDiffuse.rgb = vDiffuse;
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Output.LandDiffuse.a = 1.0f;
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Output.WorldPos = mul(vPos, g_World);
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// Set dynamically generated tex coords
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Output.LandBumpTextureUV = mul(vPos, g_TexGenTransform0);
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Output.LandTextureUV = mul(vPos, g_TexGenTransform1);
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Output.ShoreTextureUV = mul(vPos, g_ShoreGen);
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// Transform the normal from object space to world space
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Output.Normal = normalize(mul(vNormal, (float3x3)g_World)); // normal (world space)
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return Output;
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}
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float4 LandNormalPS(VS_OUTPUT_BUMP input) : COLOR0
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{
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float4 Output;
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//Get Global Normal from the full terrain normal map
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float3 Normal = tex2D(g_LandBumpTextureSampler, input.LandTextureUV);
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Normal[0] -= .5;
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Normal[1] -= .5;
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Normal[2] -= .5;
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Normal = normalize(Normal);
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//{
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//
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// //Get Detail Normal from the detail map
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// float3 detailNormalMap = (tex2D(g_LandDetailTextureSampler, input.LandTextureUV*100/detailScale));
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// detailNormalMap[0] -= .5;
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// detailNormalMap[1] -= .5;
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// detailNormalMap[2] -= .5;
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// //Multiply Detail Normal by detailMapStrength
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// detailNormalMap[0] = mul(detailNormalMap[0], detailMapStrength);
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// detailNormalMap[1] = mul(detailNormalMap[1], detailMapStrength);
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//
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// //Normalize detail Normal
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// detailNormalMap = normalize(detailNormalMap);
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//
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// if(false)
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// {
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// //Generate the Tangent Basis for the Detail Normal Map.
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// float3x3 tangentBasis;
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//
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// tangentBasis[0] = cross(Normal, float3(1,0,0));
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// tangentBasis[1] = cross(Normal, tangentBasis[0]);
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// tangentBasis[2] = Normal;
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//
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// detailNormalMap = detailNormalMap, detailMapStrength;
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//
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// Normal = mul(detailNormalMap, tangentBasis);
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// Normal = normalize(Normal);
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// }
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// else
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// {
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// Normal = normalize(Normal*2+detailNormalMap*detailMapStrength);
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// }
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//}
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float3 sv = normalize(sunlightVector);
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float3 lightLevel;
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lightLevel[0] = max(dot(Normal, sv), 0)*lightColour[0]*2;//+ambientColour[0];
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lightLevel[1] = max(dot(Normal, sv), 0)*lightColour[1]*2;//+ambientColour[1];
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lightLevel[2] = max(dot(Normal, sv), 0)*lightColour[2]*2;//+ambientColour[2];
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return float4(tex2D(g_LandTextureSampler, input.LandTextureUV) * lightLevel, 1) + input.LandBumpDiffuse;
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float4 normal = bx2(tex2D(g_LandBumpTextureSampler, input.LandBumpTextureUV));
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float4 normalcol = bx2(input.LandDiffuse);
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float3 normalMap;
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normalMap = saturate((float4)dot((float3)normal, (float3)normalcol)).xyz;
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#ifdef MIX_4X
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float3 texel = tex2D(g_LandTextureSampler, input.LandTextureUV).rgb * tex2D(g_LandTextureSampler, input.LandTextureUV * -0.25).rgb * 4;
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float3 finalColor = 2.0 * (normalMap * (texel) + input.LandBumpDiffuse);
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#else
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float3 finalColor = 2.0 * (normalMap * (tex2D(g_LandTextureSampler, input.LandTextureUV)) + input.LandBumpDiffuse);
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//finalColor *= tex2D(g_ShoreTextureSampler, input.ShoreTextureUV);
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#endif
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//finalColor = (g_TextureFactor * (1 - input.LandDiffuse)) + finalColor;
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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// Get light direction for this fragment
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float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
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// Note: Non-uniform scaling not supported
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float diffuseLighting = saturate(dot(input.Normal, -lightDir));
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// Introduce fall-off of light intensity
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diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
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float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
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finalColor += diffuseColor;
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}
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return float4(finalColor, 1);
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}
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technique LandNormal
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{
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pass P0
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{
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VertexShader = compile vs_2_0 LandNormalVS();
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PixelShader = compile ps_2_0 LandNormalPS();
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}
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}
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//--------------------------------------------------------------------------------------
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// Vertex shader output structure
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//--------------------------------------------------------------------------------------
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struct VS_OUTPUT
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{
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float4 Position : POSITION;
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float4 Diffuse : COLOR0;
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float2 TextureUV : TEXCOORD0;
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float3 Normal : TEXCOORD1;
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float3 WorldPos : TEXCOORD2;
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};
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VS_OUTPUT LandscapeVS( float4 vPos : POSITION,
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float3 vNormal : NORMAL,
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float4 vDiffuse : COLOR0)
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{
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VS_OUTPUT Output;
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// Transform the position from object space to homogeneous projection space
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Output.Position = mul(vPos, g_mWorldViewProjection);
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// Transform the normal from object space to world space
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Output.Normal = normalize(mul(vNormal, (float3x3)g_World)); // normal (world space)
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Output.Diffuse.rgb = vDiffuse;
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Output.Diffuse.a = 1.0f;
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Output.WorldPos = mul(vPos, g_World);
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// Set dynamically generated tex coords
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Output.TextureUV = mul(vPos, g_TexGenTransform0);
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return Output;
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}
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float4 LandscapePS(VS_OUTPUT input) : COLOR0
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{
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float4 finalColor = 0;
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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// Get light direction for this fragment
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float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
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// Note: Non-uniform scaling not supported
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float diffuseLighting = saturate(dot(input.Normal, -lightDir));
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// Introduce fall-off of light intensity
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diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
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float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
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finalColor += diffuseColor;
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}
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#ifdef MIX_4X
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float3 texel = tex2D(g_LandTextureSampler, input.TextureUV).rgb * tex2D(g_LandTextureSampler, input.TextureUV * -0.25).rgb * 4;
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#else
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float3 texel = tex2D(g_LandTextureSampler, input.TextureUV);
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#endif
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return float4(saturate((texel.xyz + input.Diffuse) + (finalColor)), 1.0f);
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}
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technique Landscape
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{
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pass P0
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{
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VertexShader = compile vs_2_0 LandscapeVS();
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PixelShader = compile ps_2_0 LandscapePS();
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}
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} |