mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-23 14:45:37 +01:00
364 lines
9.7 KiB
HLSL
364 lines
9.7 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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#include "../fxh/Constants.fxh"
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#include "../fxh/Lighting.fxh"
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#include "../fxh/Transform.fxh"
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#include "../fxh/Fog.fxh"
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shared WorldTransforms g_WorldTransforms;
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shared ViewTransforms g_ViewTransforms;
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shared texture g_Texture0;
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shared texture g_Texture1;
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shared texture g_Texture2;
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shared float4x4 g_TexGenMatrix0;
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shared float4x4 g_TexGenMatrix1;
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shared float4x4 g_TexGenMatrix2;
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shared DirectionalLightInfo g_DirectionalLights;
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shared PointLightInfo g_PointLights;
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shared FogParams g_Fog;
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float g_DetailFadeStart = 150;
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float g_DetailFadeEnd = 500;
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//////////////////////////////////////////////////////
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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_Texture0>;
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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_Texture1>;
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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_Texture2>;
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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 LandBumpDetailVSOutput
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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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float2 LandDetailTextureUV : TEXCOORD2;
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float3 WorldPos : TEXCOORD3;
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float3 Normal : TEXCOORD4;
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float Fog : FOG;
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};
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inline 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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float4 CalculateDetailTexture(float3 worldPos, float4 originalColor, float2 detailTextureUV)
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{
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if (detailTextureUV.x != 0 || detailTextureUV.y != 0)
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{
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float distance = length(worldPos - g_ViewTransforms.CameraPosition);
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if (distance < g_DetailFadeEnd)
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{
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float4 detailTextureColor = tex2D(g_LandDetailTextureSampler, detailTextureUV) * 1.8f;
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if (distance > g_DetailFadeStart)
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{
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float distNormalized = distance / (g_DetailFadeEnd - g_DetailFadeStart);
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detailTextureColor = lerp(detailTextureColor, float4(1.f, 1.f, 1.f, 1.f), distNormalized);
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}
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originalColor *= detailTextureColor;
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}
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}
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return originalColor;
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}
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LandBumpDetailVSOutput LandBumpDetailVS(
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float4 position : POSITION,
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float3 normal : NORMAL,
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float4 landBumpDiffuse : COLOR0,
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float4 landDiffuse : COLOR1)
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{
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LandBumpDetailVSOutput output;
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// Transform the position from object space to homogeneous projection space
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output.Position = mul(position, g_WorldTransforms.WorldViewProjection);
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output.LandDiffuse = landDiffuse * .5f;
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output.LandDiffuse.a = 1.0f;
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output.LandBumpDiffuse.rgb = landBumpDiffuse;
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output.LandBumpDiffuse.a = 1.0f;
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output.WorldPos = mul(position, g_WorldTransforms.World);
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// Set dynamically generated tex coords
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output.LandBumpTextureUV = mul(position, g_TexGenMatrix0);
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output.LandTextureUV = mul(position, g_TexGenMatrix1);
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output.LandDetailTextureUV = mul(position, g_TexGenMatrix2);
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float3 P = mul(position, g_WorldTransforms.WorldView);
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output.Fog = CalculateFogFactor(g_Fog.FogMax, g_Fog.FogMin, length(P));
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// Transform the normal from object space to world space
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output.Normal = normalize(mul(normal, (float3x3)g_WorldTransforms.World)); // normal (world space)
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return output;
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}
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float4 CalculateDot3BumpMap(float4 diffuseColor, float2 uv)
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{
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float4 landBumpTextureColor = bx2(tex2D(g_LandBumpTextureSampler, uv));
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diffuseColor = bx2(diffuseColor);
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float4 bumpMapColor;
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bumpMapColor.xyz = saturate(dot(landBumpTextureColor, diffuseColor.rgb));
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bumpMapColor.w = 1.0f;
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return bumpMapColor;
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}
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struct TNBFrame
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{
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float3 Tangent;
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float3 Normal;
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float3 Binormal;
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};
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/*
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TNBFrame CalculateTNBFrame(float3 worldPos, float3 N, float2 uv)
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{
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float3 dp1 = ddx(worldPos);
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float3 dp2 = ddy(worldPos);
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float2 duv1 = ddx(uv);
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float2 duv2 = ddy(uv);
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float3 dp2perp = cross(dp2, N);
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float3 dp1perp = cross(N, dp1);
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float3 T = dp2perp * duv1.x + dp1perp * duv2.x;
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float3 B = dp2perp * duv1.y + dp1perp * duv2.y;
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float invmax = rsqrt(max(dot(T, T), dot(B, B)));
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TNBFrame frame;
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frame.Tangent = T * invmax;
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frame.Normal = N;
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frame.Binormal = B * invmax;
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return frame;
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}
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*/
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TNBFrame CalculateTNBFrame(float3 worldPos, float3 N, float2 uv)
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{
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float3 dp1 = ddx(worldPos);
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float3 dp2 = ddy(worldPos);
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float2 duv1 = ddx(uv);
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float2 duv2 = ddy(uv);
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float3 t = normalize(duv2.y * dp1 - duv1.y * dp2);
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float3 b = normalize(duv2.x * dp1 - duv1.x * dp2);
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float3 n = normalize(N);
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float3 x = cross(n, t);
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t = cross(x, n);
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t = normalize(t);
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x = cross(b, n);
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b = cross(n, x);
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b = normalize(b);
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TNBFrame frame;
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frame.Tangent = t;
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frame.Normal = n;
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frame.Binormal = b;
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return frame;
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}
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float4 CalculateNormalMap(float3 worldPos, float3 normal, float2 uv, float4 diffuse)
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{
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TNBFrame tnbFrame = CalculateTNBFrame(worldPos, normal, uv);
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// Sample the pixel in the bump map.
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float4 bumpMap = tex2D(g_LandBumpTextureSampler, uv) + diffuse;
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// Expand the range of the normal value from (0, +1) to (-1, +1).
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bumpMap = (bumpMap * 2.0f) - 1.0f;
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// Calculate the normal from the data in the bump map.
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float3 bumpNormal = (bumpMap.x * tnbFrame.Tangent) + (bumpMap.y * tnbFrame.Binormal) + (bumpMap.z * tnbFrame.Normal);
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// Normalize the resulting bump normal.
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bumpNormal = normalize(bumpNormal);
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// Invert the light direction for calculations.
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float3 lightDir = -g_DirectionalLights.Direction[g_DirectionalLights.SunIndex];
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// Calculate the amount of light on this pixel based on the bump map normal value.
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float lightIntensity = saturate(dot(bumpNormal, lightDir));
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// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
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float4 color = saturate(lightIntensity);
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return color;
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}
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float4 LandBumpDetailPS(LandBumpDetailVSOutput input) : COLOR0
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{
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float4 landTextureColor = tex2D(g_LandTextureSampler, input.LandTextureUV);
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#if 1
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float4 bumpMapColor = CalculateDot3BumpMap(input.LandBumpDiffuse, input.LandBumpTextureUV);
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float4 finalColor = 2.0 * (bumpMapColor * (landTextureColor) + input.LandDiffuse);
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#else
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float4 bumpMapColor = CalculateNormalMap(input.WorldPos, input.Normal, input.LandTextureUV, input.LandBumpDiffuse);
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float4 bumpMapColor = CalculateDirectionalDiffuse(input.Normal, -g_DirectionalLights.Direction[g_DirectionalLights.SunIndex], float4(1, 1, 1, 1));
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float4 finalColor = (bumpMapColor * landTextureColor) + input.LandDiffuse;
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#endif
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finalColor = CalculateDetailTexture(input.WorldPos, finalColor, input.LandDetailTextureUV);
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for (int i = 0; i < g_PointLights.Count; i++)
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{
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float3 worldPos = g_PointLights.Position[i] - input.WorldPos;
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float3 lightDirection = normalize(input.WorldPos - (g_PointLights.Position[i]));
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finalColor += CalculatePointDiffuse(
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worldPos,
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input.Normal,
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-lightDirection,
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g_PointLights.Range[i],
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g_PointLights.Diffuse[i]);
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}
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if (g_Fog.Enabled)
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{
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finalColor = ApplyPixelFog(finalColor, input.Fog, g_Fog.Color);
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}
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finalColor.a = 1.0f;
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return finalColor;
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}
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technique LandBumpDetail
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{
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pass P0
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{
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VertexShader = compile vs_3_0 LandBumpDetailVS();
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PixelShader = compile ps_3_0 LandBumpDetailPS();
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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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matrix Identity =
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{
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{ 1, 0, 0, 0 },
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{ 0, 1, 0, 0 },
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{ 0, 0, 1, 0 },
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{ 0, 0, 0, 1 }
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};
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VS_OUTPUT LandscapeVS(
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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_WorldTransforms.WorldViewProjection);
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// Transform the normal from object space to world space
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Output.Normal = normalize(mul(vNormal, (float3x3)g_WorldTransforms.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_WorldTransforms.World);
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//float3 P = mul(vPos, g_WorldView); //position in view space
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// Set dynamically generated tex coords
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//P* (iTexGenType == TEXGEN_TYPE_CAMERASPACEPOSITION), 0)
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/*
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float4x4 scaleMatrix = Identity;
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int index = G_TexUaxis[g_PrimBufferIndex];
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scaleMatrix[0][0] = g_TexUScale;
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scaleMatrix[1][G_TexVaxis[g_PrimBufferIndex]] = g_TexVScale;
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*/
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//Output.TextureUV = mul(vPos, (scaleMatrix * g_World));
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Output.TextureUV = mul(vPos, g_TexGenMatrix0);
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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 < g_PointLights.Count; i++)
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{
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float3 worldPos = g_PointLights.Position[i] - input.WorldPos;
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float3 lightDirection = normalize(input.WorldPos - (g_PointLights.Position[i]));
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finalColor += CalculatePointDiffuse(
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worldPos,
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input.Normal,
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-lightDirection,
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g_PointLights.Range[i],
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g_PointLights.Diffuse[i]);
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}
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float3 texel = tex2D(g_LandTextureSampler, input.TextureUV);
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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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} |