[2197] | 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 | int2 prmAtlasTiles;
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| 9 | float2 atlasHalfPixel;
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| 10 |
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| 11 | texture brdfMap; //material texture sampler
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| 12 | sampler2D brdfMapSampler = sampler_state{
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| 13 | texture = < brdfMap >;
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| 14 | MinFilter = LINEAR;
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| 15 | MagFilter = LINEAR;
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| 16 | MipFilter = None;
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| 17 | AddressU = Wrap;
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| 18 | AddressV = Wrap;
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| 19 | };
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| 20 |
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| 21 | texture bumpMap; //material texture sampler
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| 22 | sampler2D bumpMapSampler = sampler_state{
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| 23 | texture = < bumpMap >;
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| 24 | MinFilter = LINEAR;
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| 25 | MagFilter = LINEAR;
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| 26 | MipFilter = None;
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| 27 | AddressU = Wrap;
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| 28 | AddressV = Wrap;
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| 29 | };
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| 30 |
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| 31 | texture normalMap; //material texture sampler
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| 32 | sampler2D normalMapSampler = sampler_state{
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| 33 | texture = < normalMap >;
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| 34 | MinFilter = LINEAR;
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| 35 | MagFilter = LINEAR;
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| 36 | MipFilter = None;
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| 37 | AddressU = Wrap;
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| 38 | AddressV = Wrap;
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| 39 | };
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| 40 |
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| 41 | texture filteredAtlas;
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| 42 | sampler filteredAtlasSampler = sampler_state
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| 43 | {
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| 44 | Texture = <filteredAtlas>;
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| 45 | MinFilter = LINEAR;
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| 46 | MagFilter = LINEAR;
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| 47 | MipFilter = None;
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| 48 | AddressU = Wrap;
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| 49 | AddressV = Wrap;
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| 50 | };
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| 51 |
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| 52 | texture depthMap;
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| 53 | sampler2D depthMapSampler = sampler_state{
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| 54 | texture = < depthMap >;
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| 55 | MinFilter = Linear;
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| 56 | MagFilter = Linear;
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| 57 | MipFilter = None;
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| 58 | AddressU = Clamp;
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| 59 | AddressV = Clamp;
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| 60 | // AddressU = Border;
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| 61 | // AddressV = Border;
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| 62 | // BorderColor = float4(65535, 65535, 65535, 65535);
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| 63 | };
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| 64 |
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| 65 | float3 lightPos;
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| 66 | float3 lightDir;
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| 67 | float3 lightPower;
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| 68 |
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| 69 | float4 weightsa[8];
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| 70 |
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| 71 | struct vsInputWalk
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| 72 | {
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| 73 | float4 pos : POSITION;
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| 74 | float3 normal : NORMAL;
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| 75 | float2 tex : TEXCOORD0;
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| 76 | float2 texAtlas : TEXCOORD1;
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| 77 | float3 tangent : TEXCOORD2;
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| 78 | float3 binormal : TEXCOORD3;
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| 79 | };
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| 80 |
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| 81 | struct vsOutputWalk
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| 82 | {
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| 83 | float4 pos : POSITION;
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| 84 | float3 normal : NORMAL;
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| 85 | float3 tangent : TEXCOORD4;
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| 86 | float3 binormal : TEXCOORD5;
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| 87 |
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| 88 | float2 tex : TEXCOORD0;
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| 89 | float2 texAtlas : TEXCOORD1;
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| 90 | float4 worldPos : TEXCOORD2;
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| 91 | float4 occProjPos : TEXCOORD3;
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| 92 | };
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| 93 |
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| 94 |
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| 95 | vsOutputWalk
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| 96 | vsWalk(vsInputWalk input)
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| 97 | {
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| 98 | vsOutputWalk output = (vsOutputWalk)0;
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| 99 | output.pos = mul(input.pos, modelToProjMatrix);
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| 100 |
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| 101 | output.worldPos = mul(input.pos, modelToWorldMatrix);
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| 102 | output.occProjPos = mul(output.worldPos, occWorldToProjMatrix);
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| 103 |
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| 104 | output.normal = mul(inverseTransposedModelToWorldMatrix, float4(input.normal.xyz, 0.0));
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| 105 | output.tangent = mul(inverseTransposedModelToWorldMatrix, float4(input.tangent.xyz, 0.0));
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| 106 | output.binormal = mul(inverseTransposedModelToWorldMatrix, float4(input.binormal.xyz, 0.0));
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| 107 | output.tex = input.tex;
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| 108 | output.texAtlas = input.texAtlas;
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| 109 |
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| 110 | return output;
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| 111 | }
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| 112 |
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| 113 |
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| 114 | float4
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| 115 | psWalk(vsOutputWalk input) : COLOR
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| 116 | {
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| 117 | float3 col = 0;
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| 118 | for(int iCluster=0; iCluster<32; iCluster++)
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| 119 | {
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| 120 | float2 prmTexPos = float2(
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| 121 | (input.texAtlas.x + (iCluster % prmAtlasTiles.x)) / prmAtlasTiles.x,
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| 122 | 1.0 - (input.texAtlas.y + (iCluster / prmAtlasTiles.x)) / prmAtlasTiles.y) + atlasHalfPixel;
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| 123 | float4 weight = weightsa[iCluster/4];
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[2304] | 124 | //weight = 0.065;
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[2197] | 125 | float3 val = tex2D(filteredAtlasSampler, prmTexPos);
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| 126 | col += val.xyz * weight.x;
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| 127 | iCluster++;
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| 128 |
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| 129 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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| 130 | val = tex2D(filteredAtlasSampler, prmTexPos);
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| 131 | col += val.xyz * weight.y;
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| 132 | iCluster++;
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| 133 |
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| 134 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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| 135 | val = tex2D(filteredAtlasSampler, prmTexPos);
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| 136 | col += val.xyz * weight.z;
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| 137 | iCluster++;
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| 138 |
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| 139 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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| 140 | val = tex2D(filteredAtlasSampler, prmTexPos);
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| 141 | col += val.xyz * weight.w;
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| 142 | }
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| 143 | // col *= 1000.01;
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| 144 | // col *= 0.8;
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| 145 | // col = 0;
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| 146 |
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| 147 | // get tangent space normal vector |
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| 148 | /* float3 tNormal = tex2D(normalMapSampler, input.tex).rgb; |
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| 149 | // which is the transpose of ModelToTangent |
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| 150 | float3 mNormal = normalize( input.tangent * tNormal.x + input.binormal * tNormal.y + input.normal * tNormal.z );
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| 151 |
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| 152 | input.normal = mNormal;
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| 153 | */
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| 154 | // return float4(input.normal, 1);
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| 155 |
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| 156 | input.occProjPos /= input.occProjPos.w;
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| 157 | float2 occTexPos = mul(input.occProjPos.xyw, occProjToTexMatrix);
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| 158 | float3 toLight = lightPos - input.worldPos;
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| 159 | float3 toLightDir = normalize(lightPos - input.worldPos);
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| 160 | float cosa = dot(input.normal, toLightDir);
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| 161 | float cosb = dot(lightDir, -toLightDir);
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| 162 |
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| 163 | float visibility = tex2Dproj(depthMapSampler, float4(occTexPos, input.occProjPos.z, 1));
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| 164 | if(cosa > 0 && cosb > 0.0)
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| 165 | col += cosa.xxx * pow(cosb, 9) * visibility / dot(toLight, toLight);
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| 166 |
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| 167 | // return float4(input.tangent,1);
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| 168 | // return tex2D(filteredAtlasSampler, float2(input.texAtlas.x / 32.0, 1.0 - input.texAtlas.y));
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| 169 | return float4( lightPower * col * tex2D(brdfMapSampler, input.tex) , 1);
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| 170 | // return float4(lightPower * col * tex2D(bumpMapSampler, input.tex), 1);
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| 171 | }
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| 172 |
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| 173 | float4
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| 174 | psWalkIndirect(vsOutputWalk input) : COLOR
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| 175 | {
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| 176 | float3 col = 0;
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| 177 | for(int iCluster=0; iCluster<32; iCluster++)
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| 178 | {
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| 179 | float2 prmTexPos = float2(
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| 180 | (input.texAtlas.x + (iCluster % prmAtlasTiles.x)) / prmAtlasTiles.x,
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| 181 | 1.0 - (input.texAtlas.y + (iCluster / prmAtlasTiles.x)) / prmAtlasTiles.y) + atlasHalfPixel;
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| 182 | float4 weight = weightsa[iCluster/4];
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[2212] | 183 | // weight = 0.065;
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[2197] | 184 | float3 val = tex2D(filteredAtlasSampler, prmTexPos);
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| 185 | col += val.xyz * weight.x;
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| 186 | iCluster++;
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| 187 |
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| 188 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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| 189 | val = tex2D(filteredAtlasSampler, prmTexPos);
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| 190 | col += val.xyz * weight.y;
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| 191 | iCluster++;
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| 192 |
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| 193 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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| 194 | val = tex2D(filteredAtlasSampler, prmTexPos);
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| 195 | col += val.xyz * weight.z;
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| 196 | iCluster++;
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| 197 |
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| 198 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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| 199 | val = tex2D(filteredAtlasSampler, prmTexPos);
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| 200 | col += val.xyz * weight.w;
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| 201 | }
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| 202 |
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| 203 | return float4( lightPower * col * tex2D(brdfMapSampler, input.tex) , 1);
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[2212] | 204 | // return float4( lightPower * col, 1);
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[2197] | 205 | }
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| 206 |
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| 207 | float4
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| 208 | psWalkDirect(vsOutputWalk input) : COLOR
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| 209 | {
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| 210 | float3 col = 0;
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| 211 |
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| 212 | input.occProjPos /= input.occProjPos.w;
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| 213 | float2 occTexPos = mul(input.occProjPos.xyw, occProjToTexMatrix);
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| 214 | float3 toLight = lightPos - input.worldPos;
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| 215 | float3 toLightDir = normalize(lightPos - input.worldPos);
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| 216 | float cosa = dot(input.normal, toLightDir);
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| 217 | float cosb = dot(lightDir, -toLightDir);
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| 218 |
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| 219 | float visibility = tex2Dproj(depthMapSampler, float4(occTexPos, input.occProjPos.z, 1));
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| 220 | if(cosa > 0 && cosb > 0.0)
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| 221 | col += cosa.xxx * pow(cosb, 9) * visibility / dot(toLight, toLight);
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| 222 |
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| 223 | return float4( lightPower * col * tex2D(brdfMapSampler, input.tex) , 1);
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| 224 | }
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| 225 |
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| 226 | float4
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| 227 | psWalkAmbient(vsOutputWalk input) : COLOR
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| 228 | {
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[2304] | 229 | float3 col = 0.0001;
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[2197] | 230 |
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| 231 | input.occProjPos /= input.occProjPos.w;
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| 232 | float2 occTexPos = mul(input.occProjPos.xyw, occProjToTexMatrix);
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| 233 | float3 toLight = lightPos - input.worldPos;
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| 234 | float3 toLightDir = normalize(lightPos - input.worldPos);
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| 235 | float cosa = dot(input.normal, toLightDir);
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| 236 | float cosb = dot(lightDir, -toLightDir);
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| 237 |
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| 238 | float visibility = tex2Dproj(depthMapSampler, float4(occTexPos, input.occProjPos.z, 1));
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| 239 | if(cosa > 0 && cosb > 0.0)
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| 240 | col += cosa.xxx * pow(cosb, 9) * visibility / dot(toLight, toLight);
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| 241 |
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| 242 | return float4( lightPower * col * tex2D(brdfMapSampler, input.tex) , 1);
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| 243 | }
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| 244 |
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| 245 | technique walk{
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| 246 | pass P0
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| 247 | {
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| 248 | VertexShader = compile vs_3_0 vsWalk();
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| 249 | PixelShader = compile ps_3_0 psWalk();
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| 250 | }
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| 251 | }
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| 252 |
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| 253 | technique walkIndirect{
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| 254 | pass P0
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| 255 | {
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| 256 | VertexShader = compile vs_3_0 vsWalk();
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| 257 | PixelShader = compile ps_3_0 psWalkIndirect();
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| 258 | }
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| 259 | }
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| 260 |
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| 261 | technique walkAmbient{
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| 262 | pass P0
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| 263 | {
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| 264 | VertexShader = compile vs_3_0 vsWalk();
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| 265 | PixelShader = compile ps_3_0 psWalkAmbient();
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| 266 | }
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| 267 | }
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| 268 |
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| 269 | technique walkDirect{
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| 270 | pass P0
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| 271 | {
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| 272 | VertexShader = compile vs_3_0 vsWalk();
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| 273 | PixelShader = compile ps_3_0 psWalkDirect();
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| 274 | }
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| 275 | }
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| 276 |
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| 277 | #include "bushToAtlas.fx"
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| 278 | #include "normalize.fx"
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| 279 | #include "showTex.fx"
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| 280 | #include "computeWeights.fx"
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| 281 | #include "depthMap.fx"
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| 282 | #include "dots.fx"
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| 283 | #include "torch.tx" |
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