213 lines
7.2 KiB
HLSL
213 lines
7.2 KiB
HLSL
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
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// PARTICULAR PURPOSE.
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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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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Texture2D<float3> SpecularTexture : register(t1);
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Texture2D<float3> NormalTexture : register(t2);
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sampler Sampler : register(s0);
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cbuffer Parameters : register(b0)
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{
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float4 DiffuseColor : packoffset(c0);
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float3 EmissiveColor : packoffset(c1);
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float3 SpecularColor : packoffset(c2);
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float SpecularPower : packoffset(c2.w);
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float3 LightDirection[3] : packoffset(c3);
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float3 LightDiffuseColor[3] : packoffset(c6);
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float3 LightSpecularColor[3] : packoffset(c9);
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float3 EyePosition : packoffset(c12);
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float3 FogColor : packoffset(c13);
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float4 FogVector : packoffset(c14);
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float4x4 World : packoffset(c15);
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float3x3 WorldInverseTranspose : packoffset(c19);
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float4x4 WorldViewProj : packoffset(c22);
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};
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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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// Vertex shader: pixel lighting + texture.
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VSOutputPixelLightingTxTangent VSNormalPixelLightingTx(VSInputNmTxTangent vin)
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{
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VSOutputPixelLightingTxTangent 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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// For normal mapping, we need tangent to form tangent space transform
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vout.TangentWS = normalize(mul(vin.Tangent.xyz, WorldInverseTranspose));
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return vout;
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}
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VSOutputPixelLightingTxTangent VSNormalPixelLightingTxBn(VSInputNmTxTangent vin)
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{
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VSOutputPixelLightingTxTangent 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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// For normal mapping, we need tangent to form tangent space transform
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float3 tangent = BiasX2(vin.Tangent.xyz);
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vout.TangentWS = normalize(mul(tangent, WorldInverseTranspose));
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return vout;
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}
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// Vertex shader: pixel lighting + texture + vertex color.
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VSOutputPixelLightingTxTangent VSNormalPixelLightingTxVc(VSInputNmTxVcTangent vin)
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{
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VSOutputPixelLightingTxTangent vout;
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CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal);
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SetCommonVSOutputParamsPixelLighting;
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vout.Diffuse.rgb = vin.Color.rgb;
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vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
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vout.TexCoord = vin.TexCoord;
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// For normal mapping, we need tangent to form tangent space transform
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vout.TangentWS = normalize(mul(vin.Tangent.xyz, WorldInverseTranspose));
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return vout;
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}
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VSOutputPixelLightingTxTangent VSNormalPixelLightingTxVcBn(VSInputNmTxVcTangent vin)
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{
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VSOutputPixelLightingTxTangent 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.rgb = vin.Color.rgb;
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vout.Diffuse.a = vin.Color.a * DiffuseColor.a;
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vout.TexCoord = vin.TexCoord;
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// For normal mapping, we need tangent to form tangent space transform
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float3 tangent = BiasX2(vin.Tangent.xyz);
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vout.TangentWS = normalize(mul(tangent, WorldInverseTranspose));
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return vout;
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}
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// Pixel shader: pixel lighting + texture + no fog
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float4 PSNormalPixelLightingTxNoFog(PSInputPixelLightingTxTangent pin) : SV_Target0
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{
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float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
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// Before lighting, peturb the surface's normal by the one given in normal map.
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float3 localNormal = BiasX2(NormalTexture.Sample(Sampler, pin.TexCoord).xyz);
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float3 normal = PeturbNormal(localNormal, pin.NormalWS, pin.TangentWS);
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// Do lighting
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ColorPair lightResult = ComputeLights(eyeVector, normal, 3);
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// Get color from albedo texture
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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color.rgb *= lightResult.Diffuse;
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// Apply specular, modulated by the intensity given in the specular map
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float3 specIntensity = SpecularTexture.Sample(Sampler, pin.TexCoord);
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AddSpecular(color, lightResult.Specular * specIntensity);
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return color;
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}
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// Pixel shader: pixel lighting + texture
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float4 PSNormalPixelLightingTx(PSInputPixelLightingTxTangent pin) : SV_Target0
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{
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float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
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// Before lighting, peturb the surface's normal by the one given in normal map.
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float3 localNormal = BiasX2(NormalTexture.Sample(Sampler, pin.TexCoord).xyz);
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float3 normal = PeturbNormal(localNormal, pin.NormalWS, pin.TangentWS);
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// Do lighting
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ColorPair lightResult = ComputeLights(eyeVector, normal, 3);
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// Get color from albedo texture
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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color.rgb *= lightResult.Diffuse;
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// Apply specular, modulated by the intensity given in the specular map
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float3 specIntensity = SpecularTexture.Sample(Sampler, pin.TexCoord);
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AddSpecular(color, lightResult.Specular * specIntensity);
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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: pixel lighting + texture + no fog + no specular
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float4 PSNormalPixelLightingTxNoFogSpec(PSInputPixelLightingTxTangent pin) : SV_Target0
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{
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float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
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// Before lighting, peturb the surface's normal by the one given in normal map.
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float3 localNormal = BiasX2(NormalTexture.Sample(Sampler, pin.TexCoord).xyz);
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float3 normal = PeturbNormal(localNormal, pin.NormalWS, pin.TangentWS);
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// Do lighting
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ColorPair lightResult = ComputeLights(eyeVector, normal, 3);
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// Get color from albedo texture
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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color.rgb *= lightResult.Diffuse;
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// Apply specular
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AddSpecular(color, lightResult.Specular);
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return color;
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}
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// Pixel shader: pixel lighting + texture + no specular
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float4 PSNormalPixelLightingTxNoSpec(PSInputPixelLightingTxTangent pin) : SV_Target0
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{
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float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
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// Before lighting, peturb the surface's normal by the one given in normal map.
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float3 localNormal = BiasX2(NormalTexture.Sample(Sampler, pin.TexCoord).xyz);
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float3 normal = PeturbNormal(localNormal, pin.NormalWS, pin.TangentWS);
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// Do lighting
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ColorPair lightResult = ComputeLights(eyeVector, normal, 3);
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// Get color from albedo texture
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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color.rgb *= lightResult.Diffuse;
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// Apply specular
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AddSpecular(color, lightResult.Specular);
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ApplyFog(color, pin.PositionWS.w);
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return color;
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}
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