1 | /****************************************************************************** |
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2 | Copyright (c) W.J. van der Laan |
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3 | |
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4 | Permission is hereby granted, free of charge, to any person obtaining a copy of |
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5 | this software and associated documentation files (the "Software"), to deal in |
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6 | the Software without restriction, including without limitation the rights to use, |
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7 | copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the |
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8 | Software, and to permit persons to whom the Software is furnished to do so, subject |
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9 | to the following conditions: |
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10 | |
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11 | The above copyright notice and this permission notice shall be included in all copies |
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12 | or substantial portions of the Software. |
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13 | |
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14 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, |
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15 | INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A |
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16 | PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT |
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17 | HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION |
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18 | OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE |
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19 | SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
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20 | ******************************************************************************/ |
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21 | /** Deferred shading framework |
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22 | // W.J. :wumpus: van der Laan 2005 // |
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23 | |
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24 | Post shader: Single pass |
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25 | */ |
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26 | sampler Tex0: register(s0); |
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27 | sampler Tex1: register(s1); |
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28 | |
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29 | float4x4 proj; |
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30 | |
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31 | float4 ambientColor; |
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32 | // Attributes of light 0 |
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33 | float4 lightPos0; |
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34 | float4 lightDiffuseColor0; |
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35 | float4 lightSpecularColor0; |
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36 | // Attributes of light 1 |
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37 | float4 lightPos1; |
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38 | float4 lightDiffuseColor1; |
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39 | float4 lightSpecularColor1; |
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40 | |
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41 | // Global parameters for lights |
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42 | struct LightGlobal |
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43 | { |
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44 | float3 position; |
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45 | float3 normal; |
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46 | float3 viewDir; |
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47 | }; |
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48 | |
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49 | // Current state of light |
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50 | struct LightAccum |
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51 | { |
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52 | float3 light_diffuse; |
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53 | float3 light_specular; |
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54 | }; |
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55 | |
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56 | // Do lighting calculations for one light |
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57 | void processLight( |
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58 | inout LightAccum accum, |
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59 | LightGlobal global, |
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60 | float4 lightPos, |
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61 | float4 lightDiffuseColor, |
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62 | float4 lightSpecularColor) |
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63 | { |
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64 | float3 lightVec = lightPos - global.position; |
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65 | float3 lightDir = normalize(lightVec); |
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66 | accum.light_diffuse += max(0,dot(lightDir, global.normal)) * lightDiffuseColor; |
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67 | |
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68 | float3 h = normalize(global.viewDir + lightDir); |
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69 | accum.light_specular += pow(dot(global.normal, h),32) * lightSpecularColor; |
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70 | } |
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71 | |
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72 | struct POUTPUT |
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73 | { |
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74 | float4 colour: COLOR; |
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75 | float depth: DEPTH; |
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76 | }; |
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77 | |
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78 | POUTPUT main(float2 texCoord: TEXCOORD0, float3 projCoord: TEXCOORD1) |
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79 | { |
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80 | POUTPUT o; |
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81 | |
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82 | float4 a0 = tex2D(Tex0, texCoord); // Attribute 0: Diffuse color+shininess |
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83 | float4 a1 = tex2D(Tex1, texCoord); // Attribute 1: Normal+depth |
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84 | |
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85 | LightGlobal global; |
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86 | |
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87 | // Clip fragment if depth is too far, so the skybox can be rendered on the background |
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88 | clip(a1.w-0.001); |
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89 | |
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90 | // Attributes |
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91 | float3 colour = a0.rgb; |
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92 | float alpha = a0.a; // Specularity |
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93 | float distance = a1.w; // Distance from viewer -- is zero if no lighting wanted |
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94 | //global.normal = normalize(a1.xyz); // normalizing done already |
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95 | global.normal = a1.xyz; |
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96 | |
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97 | // Acquire view space position via inverse projection transformation |
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98 | //global.position = mul(invProj, float4(projCoord, 0, 1))*distance; |
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99 | // Acquire view space position via inverse projection transformation |
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100 | //float4 tpos; |
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101 | //tpos = float4(projCoord, distance, 1.0); |
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102 | //tpos = mul(invProj, tpos); |
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103 | //tpos = tpos / tpos.w; |
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104 | //global.position = tpos; |
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105 | //global.position = float3( |
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106 | // invProj[0][0], // X vector component from X |
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107 | // invProj[1][1], // Y vector component from Y |
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108 | // invProj[2][3] // Z vector component from W |
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109 | //)*projCoord*distance; |
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110 | global.position = projCoord*distance; |
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111 | |
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112 | // Apply light |
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113 | LightAccum accum; |
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114 | accum.light_diffuse = float3(0,0,0); |
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115 | accum.light_specular = float3(0,0,0); |
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116 | global.viewDir = -normalize(global.position); |
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117 | |
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118 | processLight(accum, global, lightPos0, lightDiffuseColor0, lightSpecularColor0); |
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119 | processLight(accum, global, lightPos1, lightDiffuseColor1, lightSpecularColor1); |
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120 | |
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121 | // Calcalate total lighting for this fragment |
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122 | float3 total_light_contrib; |
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123 | total_light_contrib = ambientColor+accum.light_diffuse+alpha*accum.light_specular; |
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124 | |
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125 | o.colour = float4( total_light_contrib*colour ,0); |
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126 | // Depth buffer value |
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127 | // Transfering depth makes it possible to render particle effects and other transparent |
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128 | // things unaffected by light in the postprocessing phase. |
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129 | o.depth = projCoord.z*proj[2][2] + proj[2][3]/distance; |
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130 | return o; |
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131 | } |
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132 | |
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