[3131] | 1 | /*******************************************/
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| 2 | /* Shader for normal mapped geoemtry */
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| 3 | /*******************************************/
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| 4 |
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| 5 | /**************************************************************/
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| 6 | /* Shader computing the MRT output for normal mapped geoemtry */
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| 7 | /**************************************************************/
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| 8 |
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| 9 |
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| 10 | // input
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| 11 | struct vtxin
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| 12 | {
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| 13 | float4 position: POSITION;
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| 14 | float4 normal: NORMAL;
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| 15 | float4 tangent: COLOR0;
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| 16 | float4 texCoord: TEXCOORD0;
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| 17 | };
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| 18 |
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| 19 |
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| 20 | // vtx output
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| 21 | struct vtxout
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| 22 | {
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| 23 | float4 position: POSITION;
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| 24 | float4 texCoord: TEXCOORD0;
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| 25 |
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| 26 | float4 tangent: COLOR0;
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| 27 | // eye position
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| 28 | float4 eyePos: TEXCOORD1;
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| 29 | float4 normal: TEXCOORD2;
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| 30 |
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| 31 | float4 worldPos: TEXCOORD3;
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| 32 | float4 oldWorldPos: TEXCOORD4;
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| 33 | float4 bitangent: TEXCOORD5
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| 34 | };
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| 35 |
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| 36 |
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| 37 | // fragment input
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| 38 | struct fragin
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| 39 | {
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| 40 | float4 tangent: COLOR0;
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| 41 | float4 texCoord: TEXCOORD0;
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| 42 |
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| 43 | float4 winPos: WPOS;
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| 44 | // eye position
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| 45 | float4 eyePos: TEXCOORD1;
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| 46 | float4 normal: TEXCOORD2;
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| 47 | float4 worldPos: TEXCOORD3;
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| 48 | float4 oldWorldPos: TEXCOORD4;
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| 49 | float4 bitangent: TEXCOORD5
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| 50 | };
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| 51 |
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| 52 |
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| 53 | struct pixel
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| 54 | {
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| 55 | float4 color: COLOR0;
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| 56 | float3 normal: COLOR1;
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| 57 | float3 offsVec: COLOR2;
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| 58 | };
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| 59 |
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| 60 |
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| 61 | #pragma position_invariant vtx
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| 62 |
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| 63 | vtxout vtx(vtxin IN,
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| 64 | uniform float4x4 viewMatrix,
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| 65 | uniform float4x4 modelMatrix,
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| 66 | uniform float4x4 oldModelMatrix
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| 67 | )
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| 68 | {
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| 69 | vtxout OUT;
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| 70 |
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| 71 | OUT.color = IN.color;
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| 72 | OUT.texCoord = IN.texCoord;
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| 73 |
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| 74 | // transform the vertex position into eye space
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| 75 | OUT.eyePos = mul(glstate.matrix.modelview[0], IN.position);
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| 76 | // transform the vertex position into post projection space
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| 77 | OUT.position = mul(glstate.matrix.mvp, IN.position);
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| 78 | // transform the old vertex position into world space
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| 79 | OUT.worldPos = mul(modelMatrix, IN.position);
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| 80 | // transform the old vertex position into world space
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| 81 | OUT.oldWorldPos = mul(oldModelMatrix, IN.position);
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| 82 | // the normal has to be correctly transformed with the inverse transpose
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| 83 | OUT.normal = mul(glstate.matrix.invtrans.modelview[0], IN.normal);
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| 84 | OUT.tangent = mul(glstate.matrix.invtrans.modelview[0], IN.color);
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| 85 |
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| 86 | OUT.bitangent = cross(IN.tangent, IN.normal);
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| 87 |
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| 88 | return OUT;
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| 89 | }
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| 90 |
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| 91 |
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| 92 | pixel fragtex(fragin IN,
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| 93 | uniform sampler2D tex: TEXUNIT0,
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| 94 | uniform float4x4 viewMatrix,
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| 95 | uniform sampler2D normalMap: TEXUNIT1
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| 96 | )
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| 97 | {
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| 98 | float4 texColor = tex2D(tex, IN.texCoord.xy);
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| 99 |
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| 100 | // account for alpha blending
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| 101 | if (texColor.w < 0.5f) discard;
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| 102 |
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| 103 | pixel pix;
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| 104 |
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| 105 | // save color in first render target
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| 106 | // hack: use combination of emmisive + diffuse (emmisive used as constant ambient term)
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| 107 | pix.color = (glstate.material.emission + glstate.material.diffuse) * texColor;
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| 108 |
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| 109 | // compute eye linear depth
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| 110 | pix.color.w = length(IN.eyePos.xyz);
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| 111 |
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| 112 | // the scene entity id
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| 113 | //pix.id = glstate.fog.color.xyz;
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| 114 | // the offset to the world pos from old frame
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| 115 | pix.offsVec = IN.oldWorldPos.xyz - IN.worldPos.xyz;
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| 116 |
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| 117 | // compute tanget space in world space => transform basis vectors back into world space by
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| 118 | // multiplying with inverse view. since transforming normal with T means to
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| 119 | // multiply with the inverse transpose of T, we multiple with
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| 120 | // Transp(Inv(Inv(view))) = Transp(view)
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| 121 | float3 normal = mul(transpose(viewMatrix), IN.normal).xyz;
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| 122 | float3 tangent = mul(transpose(viewMatrix), IN.tangent).xyz;
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| 123 | float3 bitangent = mul(transpose(viewMatrix), IN.bitangent).xyz;
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| 124 |
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| 125 | // compute tangent space - world space transform which is the transpose,
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| 126 | // as it is the inverse of a rotation matrix
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| 127 | float3x3 tangToWorldTrafo = transpose(float3x3(IN.tangent, IN.bitangent, IN.normal));
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| 128 | const float3 tangentSpaceNorm = tex2Dlod(normalMap, float4(IN.texCoord.xy).xyz);
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| 129 | pix.normal = mul(tangToWorldTrafo, tangentSpaceNorm);
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| 130 |
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| 131 | return pix;
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| 132 | }
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| 133 |
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| 134 |
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| 135 | pixel frag(fragin IN, uniform float4x4 viewMatrix)
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| 136 | {
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| 137 | pixel pix;
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| 138 | // hack: use comination of emmisive + diffuse (emmisive used as constant ambient term)
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| 139 | pix.col = glstate.material.diffuse + glstate.material.emission;
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| 140 | // save world space normal in rt => transform back into world space by
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| 141 | // multiplying with inverse view. since transforming normal with T means to
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| 142 | // multiply with the inverse transpose of T, we multiple with Transp(Inv(Inv(view))) = Transp(view)
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| 143 | pix.norm = mul(transpose(viewMatrix), IN.normal).xyz;
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| 144 | // eye space depth
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| 145 | pix.col.w = length(IN.eyePos.xyz);
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| 146 | // the scene entity id
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| 147 | //pix.id = glstate.fog.color.xyz;
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| 148 | // the offset to the world pos from old frame
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| 149 | pix.offsVec = IN.oldWorldPos.xyz - IN.worldPos.xyz;
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| 150 |
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| 151 | pixel pix;
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| 152 | // compute tanget space in world space => transform basis vectors back into world space by
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| 153 | // multiplying with inverse view. since transforming normal with T means to
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| 154 | // multiply with the inverse transpose of T, we multiple with
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| 155 | // Transp(Inv(Inv(view))) = Transp(view)
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| 156 | float3 normal = mul(transpose(viewMatrix), IN.normal).xyz;
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| 157 | float3 tangent = mul(transpose(viewMatrix), IN.tangent).xyz;
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| 158 | float3 bitangent = mul(transpose(viewMatrix), IN.bitangent).xyz;
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| 159 |
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| 160 | // compute tangent space - world space transform which is the transpose,
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| 161 | // as it is the inverse of a rotation matrix
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| 162 | float3x3 tangToWorldTrafo = transpose(float3x3(IN.tangent, IN.bitangent, IN.normal));
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| 163 | const float3 tangentSpaceNorm = tex2Dlod(normalMap, float4(IN.texCoord.xy).xyz);
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| 164 | pix.normal = mul(tangToWorldTrafo, tangentSpaceNorm);
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| 165 |
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| 166 | return pix;
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| 167 | } |
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