[3255] | 1 | //#define VARIANCE_SHADOW_MAPPING
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| 2 |
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| 3 | #define MAX_LIGHT 2
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| 4 |
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| 5 | #include "MoriaSceneillum.hlsl"
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| 6 |
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| 7 | uniform sampler2D colorTexture : register(s0);
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| 8 | uniform sampler2D normalMap : register(s1);
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| 9 | uniform samplerCUBE ShadowMap1Point : register(s2);
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| 10 | uniform samplerCUBE ShadowMap2Point : register(s3);
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| 11 | uniform samplerCUBE colorEnvMap : register(s4);
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| 12 | uniform samplerCUBE hiColorEnvMap : register(s5);
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| 13 |
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| 14 | uniform float4x4 WorldViewProj;
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| 15 | uniform float4x4 World;
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| 16 | uniform float4x4 WorldI;
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| 17 |
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| 18 | uniform float3 wCamPos;
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| 19 |
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| 20 | uniform float4 wLightPos1;
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| 21 | uniform float4 wLightPos2;
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| 22 | uniform float4 lightRange1;
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| 23 | uniform float4 lightRange2;
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| 24 | uniform float lightPower1;
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| 25 | uniform float lightPower2;
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| 26 | uniform float4 lightColor1;
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| 27 | float4 lightColor2 = 0;
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| 28 |
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| 29 | uniform float4x4 LightView1;
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| 30 | uniform float4x4 LightView2;
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| 31 | uniform float lightFarPlane1;
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| 32 | uniform float lightFarPlane2;
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| 33 |
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| 34 | uniform float specularity;
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| 35 | uniform float4 specularColor;
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| 36 | uniform float4 diffColor;
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| 37 |
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| 38 |
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| 39 | struct CHARACTER_VSOUT
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| 40 | {
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| 41 | float4 hPos : POSITION;
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| 42 | float2 texCoord : TEXCOORD0;
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| 43 | float3 wView : TEXCOORD1;
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| 44 | float3 wTangent : TEXCOORD2;
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| 45 | float3 wBinormal : TEXCOORD3;
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| 46 | float3 wNormal : TEXCOORD4;
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| 47 | float3 wPos : TEXCOORD5;
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| 48 | };
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| 49 |
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| 50 | CHARACTER_VSOUT CharacterBase_VS(float4 position :POSITION,
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| 51 | float3 normal :NORMAL,
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| 52 | float2 texCoord : TEXCOORD0,
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| 53 | float3 tangent : TEXCOORD1)
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| 54 | {
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| 55 | CHARACTER_VSOUT OUT = (CHARACTER_VSOUT) 0;
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| 56 |
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| 57 | OUT.texCoord = texCoord;
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| 58 |
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| 59 | OUT.hPos = mul(WorldViewProj, position);
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| 60 | OUT.wPos = mul(World, position);
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| 61 |
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| 62 | OUT.wView = wCamPos - OUT.wPos;
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| 63 |
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| 64 | OUT.wTangent = normalize(mul(float4(tangent, 1),WorldI)).xyz;
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| 65 | OUT.wNormal = normalize(mul(float4(normal, 1),WorldI)).xyz;
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| 66 | OUT.wBinormal = cross(OUT.wTangent, OUT.wNormal).xyz;
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| 67 |
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| 68 | return OUT;
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| 69 | }
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| 70 |
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| 71 | float4 CharacterBase_PS(CHARACTER_VSOUT IN, uniform float3 lastCenter, uniform float type):COLOR0
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| 72 | {
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| 73 | float4 Color = 0;
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| 74 | float3 N = IN.wNormal;
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| 75 | if(dot(IN.wBinormal, IN.wBinormal) != 0 )
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| 76 | N = NormalMap(IN.wTangent, IN.wBinormal, IN.wNormal, IN.texCoord, normalMap);
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| 77 | // N = ParallaxMap(IN.wTangent, IN.wBinormal, IN.wNormal, IN.wView, IN.texCoord, normalMap);
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| 78 |
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| 79 | N = normalize(N);
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| 80 |
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| 81 | float dist = length(IN.wView);
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| 82 | float3 V = IN.wView / dist;
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| 83 | // read textures
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| 84 | float4 diffuseColor = tex2D(colorTexture, IN.texCoord);
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| 85 |
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| 86 | //----------------------------------------------------------------------------------------------------------------
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| 87 | //light1
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| 88 | //light dir
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| 89 | float3 L;
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| 90 | float4 col;
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| 91 | float3 lightCPos;
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| 92 | float shadow;
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| 93 |
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| 94 | if( dot(lightRange1, lightRange1) != 0)
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| 95 | {
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| 96 | L = wLightPos1.xyz - IN.wPos * wLightPos1.w;
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| 97 | //illumination
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| 98 | col = Illumination(N, L, V, lightColor1 * lightPower1, lightRange1, diffuseColor*diffColor, specularity, specularColor);
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| 99 | //shadowing
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| 100 | lightCPos = mul(LightView1, float4(IN.wPos, 1)).xyz;
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| 101 | shadow = shadowPoint(ShadowMap1Point, lightCPos, lightFarPlane1);
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| 102 | //shadow = 1;
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| 103 | Color += col * shadow;
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| 104 |
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| 105 | //Color = col;
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| 106 | }
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| 107 |
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| 108 | //----------------------------------------------------------------------------------------------------------------
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| 109 | //light2
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| 110 | if( dot(lightRange2, lightRange2) != 0 )
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| 111 | {
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| 112 | //light dir
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| 113 | L = wLightPos2.xyz - IN.wPos * wLightPos2.w;
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| 114 | //illumination
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| 115 | col = Illumination(N, L, V, lightColor2 * lightPower2, lightRange2, diffuseColor*diffColor, specularity, specularColor);
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| 116 | //shadowing
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| 117 | lightCPos = mul(LightView2, float4(IN.wPos, 1)).xyz;
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| 118 | shadow = shadowPoint(ShadowMap2Point, lightCPos, lightFarPlane2);
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| 119 | Color += col * shadow;
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| 120 | }
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| 121 |
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| 122 | float4 indirect = 0;
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| 123 | float reflectivity = 0.5;
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| 124 |
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| 125 | if(type == 0)
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| 126 | {
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| 127 | indirect = diffuseColor * diffuseIndirect(colorEnvMap, colorEnvMap, N, IN.wPos - lastCenter, V);
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| 128 | Color = Color + indirect;
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| 129 | }
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| 130 | else if(type == 1)
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| 131 | {
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| 132 | indirect = readCubeMap(hiColorEnvMap, reflect(-V,N));
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| 133 | Color = Color * (1-reflectivity) + reflectivity * /*diffuseColor **/ indirect;
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| 134 | }
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| 135 | else if(type == 2)
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| 136 | {
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| 137 | indirect = glossyIndirect(colorEnvMap, colorEnvMap, N, IN.wPos - lastCenter, -V);
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| 138 | Color = Color * (1-reflectivity) + reflectivity * /*diffuseColor **/ indirect;
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| 139 | }
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| 140 |
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| 141 |
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| 142 | Color.a = dist;
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| 143 |
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| 144 | //return Color * 0.000000001 + N.xyzz;
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| 145 | //return dot(N,L);
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| 146 | return Color;
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| 147 | }
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