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GiantsTools/Sdk/External/DirectXTK/Src/Shaders/NormalMapEffect.fx
2021-01-23 15:40:09 -08:00

194 lines
6.3 KiB
HLSL

// Copyright (c) Microsoft Corporation. All rights reserved.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkId=248929
Texture2D<float4> Texture : register(t0);
Texture2D<float3> SpecularTexture : register(t1);
Texture2D<float3> NormalTexture : register(t2);
sampler Sampler : register(s0);
cbuffer Parameters : register(b0)
{
float4 DiffuseColor : packoffset(c0);
float3 EmissiveColor : packoffset(c1);
float3 SpecularColor : packoffset(c2);
float SpecularPower : packoffset(c2.w);
float3 LightDirection[3] : packoffset(c3);
float3 LightDiffuseColor[3] : packoffset(c6);
float3 LightSpecularColor[3] : packoffset(c9);
float3 EyePosition : packoffset(c12);
float3 FogColor : packoffset(c13);
float4 FogVector : packoffset(c14);
float4x4 World : packoffset(c15);
float3x3 WorldInverseTranspose : packoffset(c19);
float4x4 WorldViewProj : packoffset(c22);
};
#include "Structures.fxh"
#include "Common.fxh"
#include "Lighting.fxh"
#include "Utilities.fxh"
// Vertex shader: pixel lighting + texture.
VSOutputPixelLightingTx VSNormalPixelLightingTx(VSInputNmTx vin)
{
VSOutputPixelLightingTx vout;
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
vout.TexCoord = vin.TexCoord;
return vout;
}
VSOutputPixelLightingTx VSNormalPixelLightingTxBn(VSInputNmTx vin)
{
VSOutputPixelLightingTx vout;
float3 normal = BiasX2(vin.Normal);
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
vout.TexCoord = vin.TexCoord;
return vout;
}
// Vertex shader: pixel lighting + texture + vertex color.
VSOutputPixelLightingTx VSNormalPixelLightingTxVc(VSInputNmTxVc vin)
{
VSOutputPixelLightingTx vout;
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse.rgb = vin.Color.rgb;
vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
vout.TexCoord = vin.TexCoord;
return vout;
}
VSOutputPixelLightingTx VSNormalPixelLightingTxVcBn(VSInputNmTxVc vin)
{
VSOutputPixelLightingTx vout;
float3 normal = BiasX2(vin.Normal);
CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, normal);
SetCommonVSOutputParamsPixelLighting;
vout.Diffuse.rgb = vin.Color.rgb;
vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
vout.TexCoord = vin.TexCoord;
return vout;
}
// Pixel shader: pixel lighting + texture + no fog
float4 PSNormalPixelLightingTxNoFog(PSInputPixelLightingTx pin) : SV_Target0
{
float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
// Before lighting, peturb the surface's normal by the one given in normal map.
float3 localNormal = TwoChannelNormalX2(NormalTexture.Sample(Sampler, pin.TexCoord).xy);
float3 normal = PeturbNormal(localNormal, pin.PositionWS.xyz, pin.NormalWS, pin.TexCoord);
// Do lighting
ColorPair lightResult = ComputeLights(eyeVector, normal, 3);
// Get color from albedo texture
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
color.rgb *= lightResult.Diffuse;
// Apply specular, modulated by the intensity given in the specular map
float3 specIntensity = SpecularTexture.Sample(Sampler, pin.TexCoord);
AddSpecular(color, lightResult.Specular * specIntensity);
return color;
}
// Pixel shader: pixel lighting + texture
float4 PSNormalPixelLightingTx(PSInputPixelLightingTx pin) : SV_Target0
{
float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
// Before lighting, peturb the surface's normal by the one given in normal map.
float3 localNormal = TwoChannelNormalX2(NormalTexture.Sample(Sampler, pin.TexCoord).xy);
float3 normal = PeturbNormal(localNormal, pin.PositionWS.xyz, pin.NormalWS, pin.TexCoord);
// Do lighting
ColorPair lightResult = ComputeLights(eyeVector, normal, 3);
// Get color from albedo texture
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
color.rgb *= lightResult.Diffuse;
// Apply specular, modulated by the intensity given in the specular map
float3 specIntensity = SpecularTexture.Sample(Sampler, pin.TexCoord);
AddSpecular(color, lightResult.Specular * specIntensity);
ApplyFog(color, pin.PositionWS.w);
return color;
}
// Pixel shader: pixel lighting + texture + no fog + no specular
float4 PSNormalPixelLightingTxNoFogSpec(PSInputPixelLightingTx pin) : SV_Target0
{
float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
// Before lighting, peturb the surface's normal by the one given in normal map.
float3 localNormal = TwoChannelNormalX2(NormalTexture.Sample(Sampler, pin.TexCoord).xy);
float3 normal = PeturbNormal(localNormal, pin.PositionWS.xyz, pin.NormalWS, pin.TexCoord);
// Do lighting
ColorPair lightResult = ComputeLights(eyeVector, normal, 3);
// Get color from albedo texture
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
color.rgb *= lightResult.Diffuse;
// Apply specular
AddSpecular(color, lightResult.Specular);
return color;
}
// Pixel shader: pixel lighting + texture + no specular
float4 PSNormalPixelLightingTxNoSpec(PSInputPixelLightingTx pin) : SV_Target0
{
float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
// Before lighting, peturb the surface's normal by the one given in normal map.
float3 localNormal = TwoChannelNormalX2(NormalTexture.Sample(Sampler, pin.TexCoord).xy);
float3 normal = PeturbNormal(localNormal, pin.PositionWS.xyz, pin.NormalWS, pin.TexCoord);
// Do lighting
ColorPair lightResult = ComputeLights(eyeVector, normal, 3);
// Get color from albedo texture
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
color.rgb *= lightResult.Diffuse;
// Apply specular
AddSpecular(color, lightResult.Specular);
ApplyFog(color, pin.PositionWS.w);
return color;
}