source: GTP/trunk/App/Demos/Illum/Ogre/Media/MORIA/illum.hlsl @ 2417

Revision 2417, 2.8 KB checked in by szirmay, 18 years ago (diff)
Line 
1#define SPOT_ANGLE 2.093
2#define SPOT_FALLOFF 1
3#define SHADOW_COLOR float4(0.3,0.3,0.3,1.0)
4#define SHADOW_BIAS_POINT 0.0001
5#define SHADOW_EPSILON_POINT 0.0001
6
7float4 Illumination(float3 N, float3 L, float3 V, float4 lightColor, float4 lightRange, float4 diffuseColor, float specularity, float4 specularColor)
8{
9        // Blinn lighting
10        float d = length(L);
11        L = normalize(L);
12        float3 H = normalize(L + V);
13        float4 Lighting = lit(dot(N, L), dot(N, H), specularity);
14        Lighting = saturate(Lighting);
15       
16        return   lightColor * (Lighting.y * diffuseColor + Lighting.z * specularColor) //color
17                         / (lightRange.y + d * lightRange.z + d * d * lightRange.w) //attenuation
18                         ;
19                         
20        //return lightColor * (Lighting.y * diffuseColor);
21}
22
23float3 NormalMap(float3 tangent, float3 binormal, float3 normal, float2 texCoord, sampler2D normalMap)
24{       
25        normal = normalize(normal);     
26        //return normal;
27        float3 mNormal;
28        float3 tNormal = tex2D(normalMap, texCoord).rgb;
29        //tNormal = float3(0.5,0.5,1.0);
30       
31    tangent = normalize(tangent);
32        binormal = normalize(binormal);
33        float3x3 TangentToModel = float3x3(tangent, binormal, normal );
34               
35        tNormal.xy = (tNormal.xy *2.0) - 1.0;
36        mNormal = normalize( mul( tNormal, TangentToModel ) );
37       
38    return mNormal;
39}
40
41
42float shadowPoint(samplerCUBE shadowMap, float3 lightCPos, float lightFarPlane)
43{
44          float light = 1;
45         
46          float dist = length(lightCPos) / lightFarPlane;
47          float4 storedDist = texCUBE(shadowMap, float3(lightCPos.xy, -lightCPos.z));
48          dist -= SHADOW_BIAS_POINT;
49          float lit_factor = (dist <= storedDist.r);   
50                 
51          float M1 = storedDist.r;
52          float M2 = storedDist.g;
53          float v2 = min(max(M2 - M1 * M1, 0.0) +  SHADOW_EPSILON_POINT, 1.0);
54          float m_d = M1 - dist;
55          float pmax = v2 / (v2 + m_d * m_d);
56                                                       
57          light = max(lit_factor, pmax);       
58                 
59          return (SHADOW_COLOR + (1 - SHADOW_COLOR) * light);
60}
61
62uniform float4 prmAtlasTilesHalfPixel;
63uniform float allClusterCount;
64uniform float clusterCount;
65
66float4 PathMapIndirect(sampler2D PMTex, sampler2D weightIndexTex, sampler2D weightTex, float2 texAtlas)
67{
68        int2 prmAtlasTiles = prmAtlasTilesHalfPixel.xy;
69        float2 atlasHalfPixel = prmAtlasTilesHalfPixel.zw;
70       
71        float3 col = 0;
72        for(int iCluster = 0; iCluster < 8; iCluster++)
73        {
74                float2 prmTexPos = float2(
75                        (texAtlas.x + (iCluster % prmAtlasTiles.x)) / prmAtlasTiles.x,
76                        1.0 - (texAtlas.y + (iCluster / prmAtlasTiles.x)) / prmAtlasTiles.y);// + atlasHalfPixel;
77
78                float weightIndex = tex2D(weightIndexTex, float2(((float)iCluster + 0.5) / clusterCount, 0.5)).r;
79                float3 weight = tex2D(weightTex, float2((weightIndex + 0.5)/allClusterCount, 0.5)).rgb;
80                float3 val = tex2D(PMTex, prmTexPos).xyz;
81        //      if(length(val - float3(1,1,1))== 0)
82        //      val = 0;
83                col += val.xyz * weight;               
84        }
85       
86        return float4(col,1);
87}
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