SinglePass_ps.hlsl
资源名称:3dwind2.0.rar [点击查看]
上传用户:xhbjoy
上传日期:2014-10-07
资源大小:38068k
文件大小:5k
源码类别:
游戏引擎
开发平台:
Visual C++
- /******************************************************************************
- Copyright (c) W.J. van der Laan
- Permission is hereby granted, free of charge, to any person obtaining a copy of
- this software and associated documentation files (the "Software"), to deal in
- the Software without restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
- Software, and to permit persons to whom the Software is furnished to do so, subject
- to the following conditions:
- The above copyright notice and this permission notice shall be included in all copies
- or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
- INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
- PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
- OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
- SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- ******************************************************************************/
- /** Deferred shading framework
- // W.J. :wumpus: van der Laan 2005 //
- Post shader: Single pass
- */
- sampler Tex0: register(s0);
- sampler Tex1: register(s1);
- float4x4 proj;
- float4 ambientColor;
- // Attributes of light 0
- float4 lightPos0;
- float4 lightDiffuseColor0;
- float4 lightSpecularColor0;
- // Attributes of light 1
- float4 lightPos1;
- float4 lightDiffuseColor1;
- float4 lightSpecularColor1;
- // Global parameters for lights
- struct LightGlobal
- {
- float3 position;
- float3 normal;
- float3 viewDir;
- };
- // Current state of light
- struct LightAccum
- {
- float3 light_diffuse;
- float3 light_specular;
- };
- // Do lighting calculations for one light
- void processLight(
- inout LightAccum accum,
- LightGlobal global,
- float4 lightPos,
- float4 lightDiffuseColor,
- float4 lightSpecularColor)
- {
- float3 lightVec = lightPos - global.position;
- float3 lightDir = normalize(lightVec);
- accum.light_diffuse += max(0,dot(lightDir, global.normal)) * lightDiffuseColor;
- float3 h = normalize(global.viewDir + lightDir);
- accum.light_specular += pow(dot(global.normal, h),32) * lightSpecularColor;
- }
- struct POUTPUT
- {
- float4 colour: COLOR;
- float depth: DEPTH;
- };
- POUTPUT main(float2 texCoord: TEXCOORD0, float3 projCoord: TEXCOORD1)
- {
- POUTPUT o;
- float4 a0 = tex2D(Tex0, texCoord); // Attribute 0: Diffuse color+shininess
- float4 a1 = tex2D(Tex1, texCoord); // Attribute 1: Normal+depth
- LightGlobal global;
- // Clip fragment if depth is too far, so the skybox can be rendered on the background
- clip(a1.w-0.001);
- // Attributes
- float3 colour = a0.rgb;
- float alpha = a0.a; // Specularity
- float distance = a1.w; // Distance from viewer -- is zero if no lighting wanted
- //global.normal = normalize(a1.xyz); // normalizing done already
- global.normal = a1.xyz;
- // Acquire view space position via inverse projection transformation
- //global.position = mul(invProj, float4(projCoord, 0, 1))*distance;
- // Acquire view space position via inverse projection transformation
- //float4 tpos;
- //tpos = float4(projCoord, distance, 1.0);
- //tpos = mul(invProj, tpos);
- //tpos = tpos / tpos.w;
- //global.position = tpos;
- //global.position = float3(
- // invProj[0][0], // X vector component from X
- // invProj[1][1], // Y vector component from Y
- // invProj[2][3] // Z vector component from W
- //)*projCoord*distance;
- global.position = projCoord*distance;
- // Apply light
- LightAccum accum;
- accum.light_diffuse = float3(0,0,0);
- accum.light_specular = float3(0,0,0);
- global.viewDir = -normalize(global.position);
- processLight(accum, global, lightPos0, lightDiffuseColor0, lightSpecularColor0);
- processLight(accum, global, lightPos1, lightDiffuseColor1, lightSpecularColor1);
- // Calcalate total lighting for this fragment
- float3 total_light_contrib;
- total_light_contrib = ambientColor+accum.light_diffuse+alpha*accum.light_specular;
- o.colour = float4( total_light_contrib*colour ,0);
- // Depth buffer value
- // Transfering depth makes it possible to render particle effects and other transparent
- // things unaffected by light in the postprocessing phase.
- o.depth = projCoord.z*proj[2][2] + proj[2][3]/distance;
- return o;
- }