1 | #include "illum.hlsl"
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2 |
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3 | float4 readCubeMap(samplerCUBE cm, float3 coord)
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4 | {
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5 | float4 color = texCUBE( cm, float3(coord.xy, - coord.z) );
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6 | color.a = 1;
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7 | return color;
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8 | }
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9 |
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10 | struct Sword_VS_OUT
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11 | {
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12 | float4 hPos : POSITION;
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13 | float2 texCoord : TEXCOORD0;
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14 | float3 wView : TEXCOORD2;
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15 | float3 wTangent : TEXCOORD3;
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16 | float3 wBinormal : TEXCOORD4;
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17 | float3 wNormal : TEXCOORD5;
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18 | float3 wPos : TEXCOORD1;
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19 | };
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20 |
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21 | uniform float4x4 WorldViewProj;
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22 | uniform float4x4 World;
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23 | uniform float4x4 WorldI;
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24 |
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25 | uniform float3 wCamPos;
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26 |
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27 | uniform float4 wLightPos1;
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28 | uniform float4 wLightPos2;
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29 | uniform float4 lightRange1;
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30 | uniform float4 lightRange2;
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31 | uniform float lightPower1;
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32 | uniform float lightPower2;
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33 | uniform float4 lightColor1;
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34 | uniform float4 lightColor2;
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35 |
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36 | uniform float4x4 LightView1;
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37 | uniform float4x4 LightView2;
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38 | uniform float lightFarPlane1;
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39 | uniform float lightFarPlane2;
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40 |
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41 | uniform float specularity;
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42 | uniform float4 specularColor;
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43 |
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44 |
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45 | Sword_VS_OUT Sword_VS(float4 position :POSITION,
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46 | float3 normal :NORMAL,
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47 | float2 texCoord : TEXCOORD0,
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48 | float3 tangent : TEXCOORD1)
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49 | {
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50 | Sword_VS_OUT OUT = (Sword_VS_OUT) 0;
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51 |
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52 | OUT.texCoord = texCoord;
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53 |
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54 | OUT.hPos = mul(WorldViewProj, position);
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55 | OUT.wPos = mul(World, position).xyz;
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56 |
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57 | OUT.wView = wCamPos - OUT.wPos;
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58 |
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59 | OUT.wTangent = normalize(mul(float4(tangent, 1),WorldI)).xyz;
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60 | OUT.wNormal = normalize(mul(float4(normal, 1),WorldI)).xyz;
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61 | OUT.wBinormal = cross(OUT.wTangent, OUT.wNormal).xyz;
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62 |
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63 | return OUT;
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64 | }
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65 |
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66 | struct ShadedTex_OUT
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67 | {
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68 | float4 vPos : POSITION;
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69 | float4 texCoord : TEXCOORD0;
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70 | float4 wNormal : TEXCOORD1;
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71 | float4 wPos : TEXCOORD2;
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72 | };
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73 |
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74 | float4 Sword_Metal_PS( ShadedTex_OUT IN,
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75 | uniform samplerCUBE CubeMap : register(s0),
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76 | uniform sampler2D colorTexture : register(s1),
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77 | uniform float3 lastCenter):COLOR0
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78 | {
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79 | if(!tex2D(colorTexture, IN.texCoord).a)
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80 | discard;
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81 |
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82 | float3 F0 = tex2D(colorTexture, IN.texCoord).rgb;
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83 |
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84 | float4 Color;
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85 | float3 N = normalize(IN.wNormal.xyz);
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86 | float3 RR;
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87 | float3 V = normalize(IN.wPos.xyz - wCamPos);
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88 | float3 R = reflect( V, N);
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89 |
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90 | Color = readCubeMap(CubeMap, R);
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91 |
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92 | float ctheta_in = dot(N, R);
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93 | float ctheta_out = dot(N, -V);
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94 |
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95 | float3 F = 0;
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96 |
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97 | float3 H = normalize(R - V); // felezõvektor
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98 | float cbeta = dot(H,R);
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99 | F = F0 + (1 - F0) * pow(1 - cbeta, 5);
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100 |
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101 |
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102 | return Color * float4(F,1);
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103 | }
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104 |
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105 | float4 Sword_Handle_PS( Sword_VS_OUT IN,
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106 | uniform sampler2D colorTexture : register(s0),
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107 | uniform sampler2D bumpTexture : register(s1),
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108 | uniform samplerCUBE ShadowMap1Point : register(s2),
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109 | uniform samplerCUBE ShadowMap2Point : register(s3),
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110 | uniform float3 cameraPos,
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111 | uniform float3 lastCenter):COLOR0
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112 | {
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113 | float4 Color = 0;
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114 | float3 N = IN.wNormal;//NormalMap(IN.wTangent, IN.wBinormal, IN.wNormal, IN.texCoord, bumpTexture);
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115 | float3 V = normalize(IN.wView);
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116 |
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117 | float3 L;
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118 | float4 col;
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119 | float3 lightCPos;
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120 | float shadow;
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121 |
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122 | float4 diffuseColor = tex2D(colorTexture, IN.texCoord);
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123 |
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124 | //if(dot(lightColor1, lightColor1) != 0)
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125 | //{
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126 | L = wLightPos1.xyz - IN.wPos * wLightPos1.w;
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127 | //illumination
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128 | col = Illumination(N, L, V, lightColor1 * lightPower1, lightRange1, diffuseColor, specularity, specularColor);
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129 | //shadowing
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130 | lightCPos = mul(LightView1, float4(IN.wPos, 1)).xyz;
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131 | shadow = shadowPoint(ShadowMap1Point, lightCPos, lightFarPlane1);
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132 | Color += col;// * shadow;
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133 |
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134 | return Color;
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135 | }
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