[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 | #define MAX_CAU_CASTER 2
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| 5 |
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| 6 | #include "illum.hlsl"
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| 7 |
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| 8 | uniform sampler2D tileTexture : register(s0);
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| 9 | uniform sampler2D detailTexture : register(s1);
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| 10 | uniform sampler2D bumpMap : register(s2);
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| 11 | uniform sampler2D PathMap : register(s3);
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| 12 | uniform sampler2D WeightIndexMap : register(s4);
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| 13 | uniform sampler2D WeightMap : register(s5);
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| 14 | uniform samplerCUBE ShadowMap1Point : register(s6);
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| 15 | uniform samplerCUBE ShadowMap2Point : register(s7);
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| 16 |
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| 17 | uniform float4x4 WorldViewProj;
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| 18 | uniform float4x4 World;
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| 19 | uniform float4x4 WorldI;
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| 20 |
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| 21 | uniform float3 wCamPos;
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| 22 |
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| 23 | uniform float4 wLightPos1;
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| 24 | uniform float4 wLightPos2;
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| 25 | uniform float4 lightRange1;
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| 26 | uniform float4 lightRange2;
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| 27 | uniform float lightPower1;
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| 28 | uniform float lightPower2;
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| 29 | uniform float4 lightColor1;
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| 30 | float4 lightColor2 = 0;
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| 31 |
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| 32 | uniform float4x4 LightView1;
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| 33 | uniform float4x4 LightView2;
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| 34 | uniform float lightFarPlane1;
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| 35 | uniform float lightFarPlane2;
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| 36 |
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| 37 | uniform float specularity;
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| 38 | uniform float4 specularColor;
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| 39 |
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| 40 |
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| 41 | struct MORIA_HALL_BASE_VSOUT
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| 42 | {
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| 43 | float4 hPos : POSITION;
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| 44 | float4 texCoord : TEXCOORD0;
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| 45 | float4 texCoord2 : TEXCOORD1;
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| 46 | float3 wView : TEXCOORD2;
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| 47 | float3 wTangent : TEXCOORD3;
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| 48 | float3 wBinormal : TEXCOORD4;
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| 49 | float3 wNormal : TEXCOORD5;
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| 50 | float3 wPos : TEXCOORD6;
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| 51 | };
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| 52 |
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| 53 | MORIA_HALL_BASE_VSOUT MoriaHallBase_VS(float4 position :POSITION,
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| 54 | float3 normal :NORMAL,
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| 55 | float2 texCoord1 : TEXCOORD0,
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| 56 | float2 texCoord2 : TEXCOORD1,
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| 57 | float2 atlasTex : TEXCOORD2,
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| 58 | float3 tangent : TEXCOORD3,
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| 59 | uniform float normalCoord,
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| 60 | uniform float texture_repeat)
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| 61 | {
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| 62 | MORIA_HALL_BASE_VSOUT OUT = (MORIA_HALL_BASE_VSOUT) 0;
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| 63 |
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| 64 | texCoord2.xy *= texture_repeat;
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| 65 | OUT.texCoord = float4(texCoord1.xy, texCoord2.xy);
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| 66 | if(normalCoord == 0)
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| 67 | OUT.texCoord2.xy = texCoord1;
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| 68 | else
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| 69 | OUT.texCoord2.xy = texCoord2;
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| 70 |
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| 71 | OUT.texCoord2.zw = atlasTex;
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| 72 |
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| 73 | OUT.hPos = mul(WorldViewProj, position);
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| 74 | OUT.wPos = mul(World, position);
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| 75 |
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| 76 | OUT.wView = wCamPos - OUT.wPos;
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| 77 |
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| 78 | OUT.wTangent = normalize(mul(float4(tangent, 1),WorldI)).xyz;
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| 79 | OUT.wNormal = normalize(mul(float4(normal, 1),WorldI)).xyz;
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| 80 | OUT.wBinormal = cross(OUT.wTangent, OUT.wNormal).xyz;
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| 81 |
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| 82 | return OUT;
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| 83 | }
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| 84 |
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| 85 | float4 MoriaHallBase_PS(MORIA_HALL_BASE_VSOUT IN):COLOR0
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| 86 | {
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| 87 | float4 Color = 0;
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| 88 | float3 N = NormalMap(IN.wTangent, IN.wBinormal, IN.wNormal, IN.texCoord2.xy, bumpMap);
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| 89 | float dist = length(IN.wView);
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| 90 | float3 V = IN.wView / dist;
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| 91 | // read textures
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| 92 | float4 diffuseColor = tex2D(tileTexture, IN.texCoord.zw) * tex2D(detailTexture, IN.texCoord.xy);
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| 93 |
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| 94 | //----------------------------------------------------------------------------------------------------------------
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| 95 | //light1
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| 96 | //light dir
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| 97 | float3 L;
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| 98 | float4 col;
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| 99 | float3 lightCPos;
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| 100 | float shadow;
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| 101 |
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| 102 | if( dot(lightRange1, lightRange1) != 0)
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| 103 | {
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| 104 | L = wLightPos1.xyz - IN.wPos * wLightPos1.w;
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| 105 | //illumination
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| 106 | col = Illumination(N, L, V, lightColor1 * lightPower1, lightRange1, diffuseColor, specularity, specularColor);
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| 107 | //shadowing
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| 108 | lightCPos = mul(LightView1, float4(IN.wPos, 1)).xyz;
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| 109 | shadow = shadowPoint(ShadowMap1Point, lightCPos, lightFarPlane1);
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| 110 | //shadow = 1;
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| 111 | Color += col * shadow;
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| 112 |
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| 113 | //Color = col;
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| 114 | }
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| 115 |
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| 116 | //----------------------------------------------------------------------------------------------------------------
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| 117 | //light2
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| 118 | if( dot(lightRange2, lightRange2) != 0 )
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| 119 | {
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| 120 | //light dir
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| 121 | L = wLightPos2.xyz - IN.wPos * wLightPos2.w;
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| 122 | //illumination
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| 123 | col = Illumination(N, L, V, lightColor2 * lightPower2, lightRange2, diffuseColor, specularity, specularColor);
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| 124 | //shadowing
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| 125 | lightCPos = mul(LightView2, float4(IN.wPos, 1)).xyz;
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| 126 | shadow = shadowPoint(ShadowMap2Point, lightCPos, lightFarPlane2);
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| 127 | Color += col * shadow;
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| 128 | }
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| 129 |
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| 130 | //do Path Map to gather indirect illumination
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| 131 |
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| 132 | float4 indirect = PathMapIndirect(PathMap, WeightIndexMap, WeightMap, IN.texCoord2.zw) * 1.2;
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| 133 | indirect *= diffuseColor;
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| 134 | //Color = Color + indirect*2.0;
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| 135 |
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| 136 | Color += lightPower1 * diffuseColor * 0.001;
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| 137 |
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| 138 | //gather caustics for all casters
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| 139 | //return diffuseColor;
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| 140 | Color.a = dist;
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| 141 | return Color;
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| 142 | } |
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