1 | float4x4 modelToWorldMatrix;
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2 | float4x4 inverseTransposedModelToWorldMatrix;
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3 | float4x4 modelToProjMatrix;
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4 |
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5 | float4x4 occWorldToProjMatrix;
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6 | float3x3 occProjToTexMatrix;
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7 |
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8 | texture brdfMap; //material texture sampler
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9 | sampler2D brdfMapSampler = sampler_state{
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10 | texture = < brdfMap >;
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11 | MinFilter = LINEAR;
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12 | MagFilter = LINEAR;
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13 | MipFilter = None;
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14 | AddressU = Border;
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15 | AddressV = Wrap;
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16 | };
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17 |
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18 | texture filteredAtlas;
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19 | sampler filteredAtlasSampler = sampler_state
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20 | {
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21 | Texture = <filteredAtlas>;
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22 | MinFilter = LINEAR;
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23 | MagFilter = LINEAR;
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24 | MipFilter = None;
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25 | AddressU = Wrap;
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26 | AddressV = Wrap;
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27 | };
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28 |
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29 | texture depthMap;
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30 | sampler2D depthMapSampler = sampler_state{
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31 | texture = < depthMap >;
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32 | MinFilter = Linear;
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33 | MagFilter = Linear;
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34 | MipFilter = None;
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35 | AddressU = Border;
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36 | AddressV = Border;
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37 | BorderColor = float4(1, 1, 1, 1);
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38 | };
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39 |
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40 | float3 lightPos;
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41 | float3 lightDir;
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42 | float3 lightPower;
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43 |
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44 | float4 weightsa[8];
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45 |
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46 | struct vsInputWalk
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47 | {
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48 | float4 pos : POSITION;
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49 | float3 normal : NORMAL;
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50 | float2 tex : TEXCOORD0;
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51 | };
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52 |
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53 | struct vsOutputWalk
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54 | {
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55 | float4 pos : POSITION;
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56 | float3 normal : NORMAL;
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57 | float2 tex : TEXCOORD0;
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58 | float4 worldPos : TEXCOORD1;
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59 | float4 occProjPos : TEXCOORD2;
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60 | };
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61 |
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62 |
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63 | vsOutputWalk
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64 | vsWalk(vsInputWalk input)
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65 | {
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66 | vsOutputWalk output = (vsOutputWalk)0;
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67 | output.pos = mul(input.pos, modelToProjMatrix);
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68 |
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69 | output.worldPos = mul(input.pos, modelToWorldMatrix);
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70 | output.occProjPos = mul(output.worldPos, occWorldToProjMatrix);
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71 |
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72 | output.normal = mul(inverseTransposedModelToWorldMatrix, float4(input.normal.xyz, 0.0));
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73 | output.tex = input.tex;
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74 |
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75 | return output;
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76 | }
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77 |
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78 |
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79 | float4
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80 | psWalk(vsOutputWalk input) : COLOR
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81 | {
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82 | // return 1;
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83 |
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84 | float3 col = 0;
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85 | for(int iCluster=0; iCluster<32; iCluster++)
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86 | {
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87 | float4 weight = weightsa[iCluster/4];
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88 | float3 val = tex2D(filteredAtlasSampler, float2(
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89 | input.tex.x / 32.0 + 1.0 / 32.0 * (iCluster % 32) + 0.0 / 4096.0, 1.0 - input.tex.y + 0.0 / 128.0));
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90 | col += val.xyz * weight.x;
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91 | iCluster++;
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92 |
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93 | val = tex2D(filteredAtlasSampler, float2(
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94 | input.tex.x / 32.0 + 1.0 / 32.0 * (iCluster % 32) + 0.0 / 4096.0, 1.0 - input.tex.y + 0.0 / 128.0));
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95 | col += val.xyz * weight.y;
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96 | iCluster++;
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97 |
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98 | val = tex2D(filteredAtlasSampler, float2(
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99 | input.tex.x / 32.0 + 1.0 / 32.0 * (iCluster % 32) + 0.0 / 4096.0, 1.0 - input.tex.y + 0.0 / 128.0));
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100 | col += val.xyz * weight.z;
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101 | iCluster++;
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102 |
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103 | val = tex2D(filteredAtlasSampler, float2(
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104 | input.tex.x / 32.0 + 1.0 / 32.0 * (iCluster % 32) + 0.0 / 4096.0, 1.0 - input.tex.y + 0.0 / 128.0));
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105 | col += val.xyz * weight.w;
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106 | }
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107 | // col *= 1000.01;
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108 | // col *= 0.8;
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109 | // col = 0;
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110 |
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111 | input.normal = normalize(input.normal);
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112 |
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113 | input.occProjPos /= input.occProjPos.w;
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114 | float2 occTexPos = mul(input.occProjPos.xyw, occProjToTexMatrix);
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115 | float3 toLight = lightPos - input.worldPos;
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116 | float3 toLightDir = normalize(lightPos - input.worldPos);
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117 | float cosa = dot(input.normal, toLightDir);
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118 | float cosb = dot(lightDir, -toLightDir);
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119 |
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120 | float visibility = tex2Dlod(depthMapSampler, float4(occTexPos, input.occProjPos.z, 0));
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121 | if(cosa > 0 && cosb > 0.0)
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122 | col += cosa.xxx * pow(cosb, 9) * visibility / dot(toLight, toLight);
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123 | return float4(lightPower * col * tex2D(brdfMapSampler, input.tex), 1);
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124 | }
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125 |
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126 | technique walk{
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127 | pass P0
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128 | {
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129 | VertexShader = compile vs_3_0 vsWalk();
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130 | PixelShader = compile ps_3_0 psWalk();
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131 | }
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132 | }
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133 |
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134 | #include "bushToAtlas.fx"
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135 | #include "showTex.fx"
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136 | #include "computeWeights.fx"
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137 | #include "depthMap.fx"
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138 | #include "dots.fx"
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139 | #include "torch.tx" |
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