source: OGRE/trunk/ogrenew/Samples/Media/DeferredShadingMedia/DeferredShading/post/hlsl/LightMaterial_ps.hlsl @ 692

Revision 692, 3.5 KB checked in by mattausch, 19 years ago (diff)

adding ogre 1.2 and dependencies

Line 
1/******************************************************************************
2Copyright (c) W.J. van der Laan
3
4Permission is hereby granted, free of charge, to any person obtaining a copy of
5this software  and associated documentation files (the "Software"), to deal in
6the Software without restriction, including without limitation the rights to use,
7copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
8Software, and to permit persons to whom the Software is furnished to do so, subject
9to the following conditions:
10
11The above copyright notice and this permission notice shall be included in all copies
12or substantial portions of the Software.
13
14THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
15INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
16PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
17HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
18OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
19SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
20******************************************************************************/
21/** Deferred shading framework
22        // W.J. :wumpus: van der Laan 2005 //
23       
24        Post shader: Light geometry material
25*/
26sampler Tex0: register(s0);
27sampler Tex1: register(s1);
28
29float4x4 worldView;
30
31// Attributes of light
32float4 lightDiffuseColor;
33float4 lightSpecularColor;
34float4 lightFalloff;
35
36float4 main(float2 texCoord: TEXCOORD0, float3 projCoord: TEXCOORD1) : COLOR
37{
38        float4 a0 = tex2D(Tex0, texCoord); // Attribute 0: Diffuse color+shininess
39    float4 a1 = tex2D(Tex1, texCoord); // Attribute 1: Normal+depth
40
41    // Attributes
42    float3 colour = a0.rgb;
43    float alpha = a0.a;         // Specularity
44    float distance = a1.w;  // Distance from viewer (w)
45    float3 normal = a1.xyz;
46
47        // Calculate position of texel in view space
48    float3 position = projCoord*distance;
49       
50        // Extract position in view space from worldView matrix
51        float3 lightPos = float3(worldView[0][3],worldView[1][3],worldView[2][3]);
52       
53    // Calculate light direction and distance
54    float3 lightVec = lightPos - position;
55    float len_sq = dot(lightVec, lightVec);
56    float len = sqrt(len_sq);
57    float3 lightDir = lightVec/len;
58   
59    /// Calculate attenuation   
60    float attenuation = dot(lightFalloff, float3(1, len, len_sq));
61   
62    /// Calculate diffuse colour
63    float3 light_diffuse = max(0,dot(lightDir, normal)) * lightDiffuseColor;
64   
65    /// Calculate specular component
66    float3 viewDir = -normalize(position);
67    float3 h = normalize(viewDir + lightDir);
68    float3 light_specular = pow(dot(normal, h),32) * lightSpecularColor;
69   
70    // Calcalate total lighting for this fragment
71    float3 total_light_contrib;
72    total_light_contrib = light_diffuse;
73        // Uncomment next line if specular desired
74        //total_light_contrib += alpha * light_specular;
75       
76    return float4(total_light_contrib*colour/attenuation, 0);
77}
78// Debugging only
79    //return lightDiffuseColor;
80    //return lightDiffuseColor/attenuation;
81    //return float4(abs(position-position2),0);
82    //return length(lightPos-position)/1000.0;
83    //return float4(abs(lightPos-lightPos2),0);
84    //return float4(lightPos-position,0);
85    //return float4(-global.position/1000.0f,0);
86    //return float4(global.position/1000.0,0);
87    ///return float4(lightPos[0], lightPos[1], -lightPos[2], 0)/1000.0f;
88    //return lightDiffuseColor*a0.xyzw/2;
89
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