mirror of
https://github.com/ncblakely/GiantsTools
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175 lines
4.1 KiB
HLSL
175 lines
4.1 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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// This file was generated by exporting HLSL from Visual Studio's default "Lambert" material, and then modified to handle both texture scenarios, multiple lights, and work with FL 9.x
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// <Visual Studio install folder>\Common7\IDE\Extensions\Microsoft\VsGraphics\Assets\Effects\Lambert.dgsl
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//
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Texture2D Texture1 : register( t0 );
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SamplerState TexSampler : register( s0 );
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cbuffer MaterialVars : register (b0)
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{
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float4 MaterialAmbient;
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float4 MaterialDiffuse;
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float4 MaterialSpecular;
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float4 MaterialEmissive;
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float MaterialSpecularPower;
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};
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cbuffer LightVars : register (b1)
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{
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float4 AmbientLight;
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float4 LightColor[4];
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float4 LightAttenuation[4];
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float3 LightDirection[4];
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float LightSpecularIntensity[4];
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uint IsPointLight[4];
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uint ActiveLights;
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}
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cbuffer ObjectVars : register(b2)
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{
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float4x4 LocalToWorld4x4;
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float4x4 LocalToProjected4x4;
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float4x4 WorldToLocal4x4;
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float4x4 WorldToView4x4;
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float4x4 UVTransform4x4;
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float3 EyePosition;
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};
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cbuffer MiscVars : register(b3)
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{
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float ViewportWidth;
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float ViewportHeight;
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float Time;
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};
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struct V2P
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{
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float4 pos : SV_POSITION;
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float4 diffuse : COLOR;
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float2 uv : TEXCOORD0;
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float3 worldNorm : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float3 toEye : TEXCOORD3;
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float4 tangent : TEXCOORD4;
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float3 normal : TEXCOORD5;
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};
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struct P2F
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{
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float4 fragment : SV_Target;
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};
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//
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// lambert lighting function
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//
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float3 LambertLighting(
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float3 lightNormal,
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float3 surfaceNormal,
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float3 lightColor,
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float3 pixelColor
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)
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{
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// compute amount of contribution per light
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float diffuseAmount = saturate(dot(lightNormal, surfaceNormal));
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float3 diffuse = diffuseAmount * lightColor * pixelColor;
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return diffuse;
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}
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//
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// combines a float3 RGB value with an alpha value into a float4
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//
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float4 CombineRGBWithAlpha(float3 rgb, float a)
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{
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return float4(rgb.r, rgb.g, rgb.b, a);
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}
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P2F main(V2P pixel)
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{
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P2F result;
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float3 worldNormal = normalize(pixel.worldNorm);
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float3 local3 = MaterialAmbient.rgb * AmbientLight.rgb;
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[unroll]
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for (int i = 0; i < 4; i++)
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{
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local3 += LambertLighting(LightDirection[i], worldNormal, LightColor[i].rgb, pixel.diffuse.rgb);
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}
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local3 = saturate(local3);
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result.fragment = CombineRGBWithAlpha(local3, pixel.diffuse.a);
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return result;
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}
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P2F mainTk(V2P pixel)
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{
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P2F result;
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float3 worldNormal = normalize(pixel.worldNorm);
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float3 local3 = MaterialAmbient.rgb * AmbientLight.rgb;
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[unroll]
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for (int i = 0; i < 4; i++)
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{
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local3 += LambertLighting(LightDirection[i], worldNormal, LightColor[i].rgb, pixel.diffuse.rgb);
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}
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local3 = saturate(local3);
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result.fragment = CombineRGBWithAlpha(local3, pixel.diffuse.a);
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if (result.fragment.a == 0.0f) discard;
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return result;
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}
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P2F mainTx(V2P pixel)
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{
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P2F result;
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float3 worldNormal = normalize(pixel.worldNorm);
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float3 local3 = MaterialAmbient.rgb * AmbientLight.rgb;
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[unroll]
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for (int i = 0; i < 4; i++)
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{
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local3 += LambertLighting(LightDirection[i], worldNormal, LightColor[i].rgb, pixel.diffuse.rgb);
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}
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local3 = saturate(local3);
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float3 local4 = Texture1.Sample(TexSampler, pixel.uv).rgb * local3;
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float local5 = Texture1.Sample(TexSampler, pixel.uv).a * pixel.diffuse.a;
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result.fragment = CombineRGBWithAlpha(local4, local5);
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return result;
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}
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P2F mainTxTk(V2P pixel)
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{
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P2F result;
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float3 worldNormal = normalize(pixel.worldNorm);
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float3 local3 = MaterialAmbient.rgb * AmbientLight.rgb;
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[unroll]
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for (int i = 0; i < 4; i++)
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{
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local3 += LambertLighting(LightDirection[i], worldNormal, LightColor[i].rgb, pixel.diffuse.rgb);
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}
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local3 = saturate(local3);
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float3 local4 = Texture1.Sample(TexSampler, pixel.uv).rgb * local3;
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float local5 = Texture1.Sample(TexSampler, pixel.uv).a * pixel.diffuse.a;
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result.fragment = CombineRGBWithAlpha(local4, local5);
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if (result.fragment.a == 0.0f) discard;
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return result;
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}
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