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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