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