[3255] | 1 | uniform sampler2D ColorMapSampler : register(s0);
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| 2 | uniform sampler2D DetailMapSampler : register(s1);
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| 3 | uniform sampler2D BumpMapSampler : register(s2);
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| 4 | uniform float4x4 WorldViewProj;
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| 5 | uniform float4x4 World;
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| 6 | uniform float4x4 WorldI;
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| 7 | uniform float4 wLightPos;
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| 8 | uniform float3 wLightDir;
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| 9 | uniform float3 wCamPos;
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| 10 | uniform float4 lightRange;
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| 11 | uniform float lightPower;
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| 12 | #define SpotLightFalloff 1.0
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| 13 |
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| 14 |
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| 15 | float3x3 TransfModelToTangent( in float3 Tangent, in float3 Binormal, in float3 Normal ) {
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| 16 | float T2 = dot(Tangent, Tangent);
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| 17 | float B2 = dot(Binormal, Binormal);
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| 18 | float N2 = dot(Normal, Normal);
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| 19 | float BT = dot(Binormal, Tangent);
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| 20 | float det = B2 * T2 - BT * BT;
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| 21 |
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| 22 | return float3x3( (B2 * Tangent - BT * Binormal)/det,
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| 23 | (T2 * Binormal - BT * Tangent)/det,
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| 24 | Normal/N2 );
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| 25 | /*
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| 26 | // simplified solution
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| 27 | return float3x3(Tangent/T2, Binormal/B2, Normal/N2);
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| 28 | */
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| 29 | }
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| 30 |
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| 31 | float4 Illumination(float3 Light, float3 Normal, float3 View, float2 tileTexCoord, float2 detailTexCoord2)
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| 32 | {
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| 33 | // Blinn lighting
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| 34 | float d = length(Light);
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| 35 | Light = normalize(Light);
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| 36 | float3 Half = normalize(Light + View);
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| 37 | float4 Lighting = lit(dot(Normal, Light), dot(Normal, Half), 120);
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| 38 | float4 Color= tex2D(ColorMapSampler, tileTexCoord) * tex2D(DetailMapSampler, detailTexCoord2);
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| 39 |
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| 40 | return (Lighting.y * Color + Lighting.z * 0.5) * (d < lightRange.x) / (lightRange.y + d * lightRange.z + d * d * lightRange.w) * lightPower;
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| 41 | }
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| 42 |
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| 43 | struct VS_INPUT {
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| 44 | float4 Position : POSITION; // point in modeling space
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| 45 | float2 TexCoord : TEXCOORD0; // texture coordinates
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| 46 | float2 TexCoord2 : TEXCOORD1; // texture coordinates
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| 47 | float2 TexCoord3 : TEXCOORD2; // texture coordinates
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| 48 | float3 Tangent : TEXCOORD3; // model space tangent vector
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| 49 | float3 Normal : NORMAL; // model space triangle normal vector
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| 50 | };
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| 51 |
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| 52 | struct VS_OUTPUT {
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| 53 | float4 hPosition : POSITION; // point in normalized device space before homogeneous division
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| 54 | float2 TexCoord : TEXCOORD0; // texture coordinates
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| 55 | float2 TexCoord2 : TEXCOORD6; // texture coordinates
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| 56 | float2 TexNormalCoord : TEXCOORD7; // texture coordinates
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| 57 | float3 mView : TEXCOORD1; // model space view vector
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| 58 | float3 mLight : TEXCOORD2; // model space light vector
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| 59 | float3 wTangent : TEXCOORD3; // model space tangent vector
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| 60 | float3 wBinormal : TEXCOORD4; // model space binormal vector
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| 61 | float3 wNormal : TEXCOORD5; // model space triangle normal vector
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| 62 | };
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| 63 |
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| 64 |
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| 65 |
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| 66 |
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| 67 | //------------------------------------------------------------------------------------
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| 68 | //
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| 69 | // Base vertex shader: vertex shader for all methods: calculates tangent-space
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| 70 | // tLight, tView, hPosition vectors
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| 71 | //
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| 72 | //------------------------------------------------------------------------------------
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| 73 | VS_OUTPUT BaseVS(VS_INPUT IN, uniform float normalCoord)
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| 74 | {
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| 75 | VS_OUTPUT OUT;
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| 76 |
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| 77 | float3 wPos = mul(World, IN.Position).xyz;
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| 78 | // world-space view vector
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| 79 | OUT.mView = wCamPos - wPos;
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| 80 |
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| 81 | // world-space light vector
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| 82 | OUT.mLight = wLightPos.xyz - wPos * wLightPos.w;
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| 83 |
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| 84 | OUT.wTangent = normalize(mul(float4(IN.Tangent, 1),WorldI)).rgb;
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| 85 | OUT.wNormal = normalize(mul(float4(IN.Normal, 1),WorldI)).rgb;
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| 86 | OUT.wBinormal = cross(OUT.wTangent, OUT.wNormal).rgb;
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| 87 |
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| 88 | // vertex position before homogenious division
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| 89 | OUT.hPosition = mul(WorldViewProj, IN.Position);
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| 90 | // tex coordinates passed to pixel shader
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| 91 | OUT.TexCoord = IN.TexCoord;
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| 92 | OUT.TexCoord2 = IN.TexCoord2;
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| 93 |
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| 94 | if(normalCoord == 0)
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| 95 | OUT.TexNormalCoord = IN.TexCoord;
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| 96 | else
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| 97 | OUT.TexNormalCoord = IN.TexCoord2;
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| 98 |
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| 99 | return OUT;
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| 100 | }
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| 101 |
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| 102 | float4 BumpPS(VS_OUTPUT IN) : COLOR
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| 103 | {
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| 104 | float SpotLightAngle = 120.0 / 180.0 * 3.14;
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| 105 |
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| 106 |
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| 107 | //return tex2D(BumpMapSampler,IN.TexCoord).a;
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| 108 | IN.wTangent = normalize(IN.wTangent);
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| 109 | IN.wBinormal = normalize(IN.wBinormal);
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| 110 | IN.wNormal = normalize(IN.wNormal);
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| 111 | // needs normalization because of linear interpolation
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| 112 | float3 mLight = IN.mLight;
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| 113 | float3 mView = normalize( IN.mView );
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| 114 |
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| 115 | // get model space normal vector
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| 116 | float3x3 ModelToTangent = TransfModelToTangent(IN.wTangent, IN.wBinormal, IN.wNormal );
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| 117 | // get model space normal vector
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| 118 | float3 tNormal = tex2D(BumpMapSampler, IN.TexNormalCoord).rgb;
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| 119 | if(length(tNormal == 0))
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| 120 | tNormal = float3(0,0,1);
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| 121 | tNormal.xy = (tNormal.xy *2.0) - 1.0;
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| 122 | // Normal vector should be transformed with the inverse transpose of TangentToModel
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| 123 | // which is the transpose of ModelToTangent
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| 124 | float3 mNormal = normalize( mul( tNormal, ModelToTangent ) );
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| 125 | //spot angle
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| 126 | float spotFalloff = 1;
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| 127 | if(wLightPos.w && dot(wLightDir, wLightDir) != 0)
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| 128 | {
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| 129 | //spotFalloff = pow(dot(normalize(-mLight), normalize(wLightDir)), 5);
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| 130 | spotFalloff = (dot(normalize(-mLight), normalize(wLightDir)) - cos(SpotLightAngle / 2.0)) / (1.0 - cos(SpotLightAngle / 2.0));
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| 131 | spotFalloff = pow(saturate(spotFalloff),1);
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| 132 | }
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| 133 | // illumination calculation
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| 134 | float4 illum = Illumination(mLight, mNormal/*IN.wNormal*/, mView, IN.TexCoord2, IN.TexCoord) * spotFalloff;
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| 135 | return float4(illum.rgb, 0.7);
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| 136 |
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| 137 | } |
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