[2876] | 1 | struct fragment
|
---|
| 2 | {
|
---|
| 3 | // normalized screen position
|
---|
| 4 | float4 pos: WPOS;
|
---|
| 5 | float4 texCoord: TEXCOORD0;
|
---|
| 6 | float3 view: COLOR0;
|
---|
| 7 | };
|
---|
| 8 |
|
---|
| 9 |
|
---|
| 10 | struct pixel
|
---|
| 11 | {
|
---|
| 12 | float4 color: COLOR0;
|
---|
| 13 | };
|
---|
| 14 |
|
---|
| 15 |
|
---|
| 16 |
|
---|
| 17 | /** function for standard deferred shading
|
---|
| 18 | */
|
---|
| 19 | float4 shade(fragment IN,
|
---|
| 20 | uniform float4 color,
|
---|
| 21 | uniform float4 position,
|
---|
| 22 | uniform float3 normal,
|
---|
| 23 | uniform float amb)
|
---|
| 24 | {
|
---|
| 25 | float4 lightDir = float4(0.8f, -1.0f, 0.7f, 0.0f);
|
---|
[2887] | 26 | //float4 lightDir = float4(0.0f, 1.0f, 0.0f, 0.0f);
|
---|
[2876] | 27 | float4 lightDir2 = float4(-0.5f, 0.5f, 0.4f, 0.0f);
|
---|
| 28 |
|
---|
| 29 | // global ambient
|
---|
[2882] | 30 | const float4 ambient = 0.25f;
|
---|
[2876] | 31 |
|
---|
| 32 | // float3 L = normalize(lightPosition - position);
|
---|
| 33 | float3 light = normalize(lightDir.xyz);
|
---|
| 34 | float3 light2 = normalize(lightDir2.xyz);
|
---|
| 35 |
|
---|
| 36 | float diffuseLight = saturate(dot(normal, light));
|
---|
| 37 | float diffuseLight2 = saturate(dot(normal, light2));
|
---|
| 38 |
|
---|
| 39 | float diffuse = diffuseLight + diffuseLight2;
|
---|
| 40 |
|
---|
| 41 | return (ambient + diffuse) * color * (1.0f - amb) + amb * color;
|
---|
| 42 | }
|
---|
| 43 |
|
---|
| 44 |
|
---|
| 45 |
|
---|
| 46 | /** The mrt shader for standard rendering
|
---|
| 47 | */
|
---|
[2874] | 48 | pixel main(fragment IN,
|
---|
| 49 | uniform sampler2D colors,
|
---|
| 50 | uniform sampler2D positions,
|
---|
[2892] | 51 | uniform sampler2D normals
|
---|
[2874] | 52 | )
|
---|
| 53 | {
|
---|
| 54 | pixel OUT;
|
---|
| 55 |
|
---|
| 56 | float4 norm = tex2D(normals, IN.texCoord.xy);
|
---|
[2884] | 57 | float4 color = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
|
---|
[2874] | 58 | float4 position = tex2D(positions, IN.texCoord.xy);
|
---|
| 59 |
|
---|
| 60 | // an ambient color term
|
---|
| 61 | float amb = norm.w;
|
---|
| 62 |
|
---|
| 63 | // expand normal
|
---|
| 64 | float3 normal = normalize(norm.xyz);// * 2.0f - float4(1.0f));
|
---|
| 65 |
|
---|
| 66 | float4 col = shade(IN, color, position, normal, amb);
|
---|
| 67 |
|
---|
| 68 | //OUT.color = float4(1.0f);
|
---|
| 69 | OUT.color = col;
|
---|
| 70 | OUT.color.w = color.w;
|
---|
| 71 |
|
---|
| 72 | return OUT;
|
---|
[2876] | 73 | }
|
---|
[2892] | 74 |
|
---|
| 75 | /** The mrt shader for standard rendering
|
---|
| 76 | */
|
---|
| 77 | pixel main_shadow(fragment IN,
|
---|
| 78 | uniform sampler2D colors,
|
---|
| 79 | uniform sampler2D positions,
|
---|
| 80 | uniform sampler2D normals,
|
---|
| 81 | uniform sampler2D shadowMap,
|
---|
[2893] | 82 | uniform float4x4 shadowMatrix,
|
---|
[2895] | 83 | uniform float maxDepth,
|
---|
| 84 | uniform float sampleWidth
|
---|
[2892] | 85 | )
|
---|
| 86 | {
|
---|
| 87 | pixel OUT;
|
---|
| 88 |
|
---|
| 89 | float4 norm = tex2D(normals, IN.texCoord.xy);
|
---|
| 90 | float4 color = tex2Dlod(colors, float4(IN.texCoord.xy, 0, 0));
|
---|
| 91 | float4 position = tex2D(positions, IN.texCoord.xy);
|
---|
| 92 |
|
---|
| 93 |
|
---|
| 94 | // an ambient color term
|
---|
| 95 | float amb = norm.w;
|
---|
| 96 |
|
---|
| 97 | float3 normal = normalize(norm.xyz);
|
---|
| 98 | float4 col = shade(IN, color, position, normal, amb);
|
---|
| 99 |
|
---|
[2893] | 100 | position *= maxDepth;
|
---|
| 101 | position.w = 1.0f;
|
---|
| 102 |
|
---|
| 103 | float4 lightSpacePos = mul(shadowMatrix, position);
|
---|
| 104 |
|
---|
[2895] | 105 | float shadowDepth[9];
|
---|
[2893] | 106 |
|
---|
[2895] | 107 | float w = sampleWidth;
|
---|
| 108 |
|
---|
| 109 | // pcf sampling using 3 x 3 tab
|
---|
| 110 |
|
---|
| 111 | shadowDepth[0] = tex2D(shadowMap, lightSpacePos.xy).x;
|
---|
| 112 |
|
---|
| 113 | shadowDepth[1] = tex2D(shadowMap, lightSpacePos.xy + float2( w, w)).x;
|
---|
| 114 | shadowDepth[2] = tex2D(shadowMap, lightSpacePos.xy - float2( w, -w)).x;
|
---|
| 115 | shadowDepth[3] = tex2D(shadowMap, lightSpacePos.xy - float2(-w, -w)).x;
|
---|
| 116 | shadowDepth[4] = tex2D(shadowMap, lightSpacePos.xy - float2(-w, w)).x;
|
---|
| 117 |
|
---|
| 118 | shadowDepth[5] = tex2D(shadowMap, lightSpacePos.xy - float2( w, 0)).x;
|
---|
| 119 | shadowDepth[6] = tex2D(shadowMap, lightSpacePos.xy - float2( 0, w)).x;
|
---|
| 120 | shadowDepth[7] = tex2D(shadowMap, lightSpacePos.xy - float2(-w, 0)).x;
|
---|
| 121 | shadowDepth[8] = tex2D(shadowMap, lightSpacePos.xy - float2( 0, -w)).x;
|
---|
| 122 |
|
---|
[2892] | 123 | OUT.color = col;
|
---|
| 124 |
|
---|
[2895] | 125 | float depth = lightSpacePos.z / lightSpacePos.w;
|
---|
| 126 |
|
---|
| 127 | float d = 0.0f;
|
---|
| 128 |
|
---|
| 129 | for (int i = 0; i < 9; ++ i)
|
---|
| 130 | {
|
---|
| 131 | d += step(shadowDepth[i], depth);
|
---|
| 132 | }
|
---|
| 133 |
|
---|
| 134 | d /= 9.0f;
|
---|
| 135 |
|
---|
| 136 | /*if ((amb < 0.9) && // hack: prevent shadowing the sky
|
---|
[2893] | 137 | (lightSpacePos.z / lightSpacePos.w > shadowDepth))
|
---|
[2892] | 138 | {
|
---|
| 139 | OUT.color *= 0.1f;
|
---|
[2895] | 140 | }*/
|
---|
| 141 |
|
---|
| 142 | if (amb < 0.9) // hack: prevent shadowing the sky
|
---|
| 143 | {
|
---|
| 144 | const float x = 0.1f;
|
---|
| 145 | OUT.color *= x + (1.0f - x) * (1.0f - d);
|
---|
[2892] | 146 | }
|
---|
| 147 |
|
---|
[2893] | 148 | //OUT.color = lightSpacePos;//float4(lightSpacePos.z / lightSpacePos.w);
|
---|
[2892] | 149 | //OUT.color = float4(shadowDepth);
|
---|
| 150 | OUT.color.w = color.w;
|
---|
| 151 |
|
---|
| 152 | return OUT;
|
---|
| 153 | }
|
---|