/****************************************************************************** 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: Light geometry material */ sampler Tex0: register(s0); sampler Tex1: register(s1); float4x4 worldView; // Attributes of light float4 lightDiffuseColor; float4 lightSpecularColor; float4 lightFalloff; float4 main(float2 texCoord: TEXCOORD0, float3 projCoord: TEXCOORD1) : COLOR { float4 a0 = tex2D(Tex0, texCoord); // Attribute 0: Diffuse color+shininess float4 a1 = tex2D(Tex1, texCoord); // Attribute 1: Normal+depth // Attributes float3 colour = a0.rgb; float alpha = a0.a; // Specularity float distance = a1.w; // Distance from viewer (w) float3 normal = a1.xyz; // Calculate position of texel in view space float3 position = projCoord*distance; // Extract position in view space from worldView matrix float3 lightPos = float3(worldView[0][3],worldView[1][3],worldView[2][3]); // Calculate light direction and distance float3 lightVec = lightPos - position; float len_sq = dot(lightVec, lightVec); float len = sqrt(len_sq); float3 lightDir = lightVec/len; /// Calculate attenuation float attenuation = dot(lightFalloff, float3(1, len, len_sq)); /// Calculate diffuse colour float3 light_diffuse = max(0,dot(lightDir, normal)) * lightDiffuseColor; /// Calculate specular component float3 viewDir = -normalize(position); float3 h = normalize(viewDir + lightDir); float3 light_specular = pow(dot(normal, h),32) * lightSpecularColor; // Calcalate total lighting for this fragment float3 total_light_contrib; total_light_contrib = light_diffuse; // Uncomment next line if specular desired //total_light_contrib += alpha * light_specular; return float4(total_light_contrib*colour/attenuation, 0); } // Debugging only //return lightDiffuseColor; //return lightDiffuseColor/attenuation; //return float4(abs(position-position2),0); //return length(lightPos-position)/1000.0; //return float4(abs(lightPos-lightPos2),0); //return float4(lightPos-position,0); //return float4(-global.position/1000.0f,0); //return float4(global.position/1000.0,0); ///return float4(lightPos[0], lightPos[1], -lightPos[2], 0)/1000.0f; //return lightDiffuseColor*a0.xyzw/2;