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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