[2152] | 1 | uniform float textureRepeat;
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| 2 | uniform sampler2D ColorMapSampler : register(s0);
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| 3 | uniform sampler2D DetailMapSampler : register(s1);
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| 4 | uniform sampler2D BumpMapSampler : register(s2);
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| 5 | #define PARALLAX_ITERATION 4
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| 6 | uniform float HEIGHT_SCALE;
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| 7 | uniform float HEIGHT_BIAS;
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| 8 |
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| 9 | float3x3 TransfModelToTangent( in float3 Tangent, in float3 Binormal, in float3 Normal ) {
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| 10 | float T2 = dot(Tangent, Tangent);
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| 11 | float B2 = dot(Binormal, Binormal);
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| 12 | float N2 = dot(Normal, Normal);
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| 13 | float BT = dot(Binormal, Tangent);
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| 14 | float det = B2 * T2 - BT * BT;
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| 15 |
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| 16 | return float3x3( (B2 * Tangent - BT * Binormal)/det,
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| 17 | (T2 * Binormal - BT * Tangent)/det,
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| 18 | Normal/N2 );
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| 19 | /*
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| 20 | // simplified solution
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| 21 | return float3x3(Tangent/T2, Binormal/B2, Normal/N2);
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| 22 | */
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| 23 | }
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| 24 |
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| 25 | float4 Illumination(float3 Light, float3 Normal, float3 View, float2 TexCoord, float2 TexCoord2)
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| 26 | {
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| 27 | // Blinn lighting
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| 28 | float3 Half = normalize(Light + View);
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| 29 | float Diffuse = dot(Normal, Light);
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| 30 | float Specular = dot(Normal, Half);
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| 31 | float4 Lighting = lit(Diffuse, Specular, 16);
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| 32 | float4 Color= tex2D(ColorMapSampler, TexCoord) * tex2D(DetailMapSampler, TexCoord2);
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| 33 |
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| 34 | return (Lighting.y + 0.1) * Color;
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| 35 | }
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| 36 |
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| 37 | struct VS_OUTPUT {
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| 38 | float4 hPosition : POSITION; // point in normalized device space before homogeneous division
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| 39 | float2 TexCoord : TEXCOORD0; // texture coordinates
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| 40 | float2 TexCoord2 : TEXCOORD6; // texture coordinates
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| 41 | float3 mView : TEXCOORD1; // model space view vector
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| 42 | float3 mLight : TEXCOORD2; // model space light vector
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| 43 | float3 wTangent : TEXCOORD3; // model space tangent vector
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| 44 | float3 wBinormal : TEXCOORD4; // model space binormal vector
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| 45 | float3 wNormal : TEXCOORD5; // model space triangle normal vector
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| 46 | };
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| 47 |
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| 48 | void DISCARD_BY_TEX(float2 Tex)
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| 49 | {
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| 50 | if (Tex.x > textureRepeat || Tex.x < 0 || Tex.y > textureRepeat || Tex.y < 0)
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| 51 | discard;
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| 52 | }
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| 53 |
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| 54 | float2 PARALLAX_MAPPING_ITER(sampler2D heightMap, float3 TexCoord, float3 View)
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| 55 | {
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| 56 | for(int i = 0; i < PARALLAX_ITERATION; i++) {
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| 57 | float4 Normal = tex2D(heightMap, TexCoord);
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| 58 | float h = Normal.a * HEIGHT_SCALE + HEIGHT_BIAS;
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| 59 | TexCoord += (h - TexCoord.z) * Normal.z * View;
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| 60 | }
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| 61 | return TexCoord.xy;
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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 | // ParallaxSlopeIterationPS: Iterative Parallax Mapping with Slope pixel shader
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| 67 | //
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| 68 | //------------------------------------------------------------------------------------
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| 69 | float4 ParallaxSlopeIterationPS(VS_OUTPUT IN) : COLOR
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| 70 | {
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| 71 | //return tex2D(BumpMapSampler,IN.TexCoord).a;
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| 72 | IN.wTangent = normalize(IN.wTangent);
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| 73 | IN.wBinormal = normalize(IN.wBinormal);
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| 74 | IN.wNormal = normalize(IN.wNormal);
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| 75 | // get model space normal vector
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| 76 | float3x3 ModelToTangent = TransfModelToTangent(IN.wTangent, IN.wBinormal, IN.wNormal );
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| 77 | // needs normalization because of linear interpolation
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| 78 | float3 mLight = normalize( IN.mLight );
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| 79 | float3 mView = normalize( IN.mView );
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| 80 | float3 tView = normalize( mul(ModelToTangent, IN.mView ) );
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| 81 |
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| 82 | // performing parallax mapping
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| 83 | float2 ParallaxTex = PARALLAX_MAPPING_ITER(BumpMapSampler, float3(IN.TexCoord, 0), tView);
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| 84 | DISCARD_BY_TEX(ParallaxTex);
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| 85 |
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| 86 | // get model space normal vector
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| 87 | float3 tNormal = tex2D(BumpMapSampler, ParallaxTex).rgb;
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| 88 | // Normal vector should be transformed with the inverse transpose of TangentToModel
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| 89 | // which is the transpose of ModelToTangent
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| 90 | float3 mNormal = normalize( mul( tNormal, ModelToTangent ) );
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| 91 | //mNormal = normalize(IN.wNormal);
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| 92 | // illumination calculation
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| 93 | return Illumination(mLight, mNormal, mView, ParallaxTex, IN.TexCoord2);
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| 94 | }
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