diff options
Diffstat (limited to 'NvBlast/samples/resources/shaders/lighting.hlsl')
| -rw-r--r-- | NvBlast/samples/resources/shaders/lighting.hlsl | 51 |
1 files changed, 51 insertions, 0 deletions
diff --git a/NvBlast/samples/resources/shaders/lighting.hlsl b/NvBlast/samples/resources/shaders/lighting.hlsl new file mode 100644 index 0000000..2dacc14 --- /dev/null +++ b/NvBlast/samples/resources/shaders/lighting.hlsl @@ -0,0 +1,51 @@ +#include "common_buffers.hlsl" + +static const float att_c = 1.0f; +static const float att_l = 0.014f; +static const float att_q = 0.0007f; + + +float CalcAttenuation(float distance) +{ + return 1 / (att_c + att_l * distance + att_q * distance * distance); +}; + + +float3 CalcLight(float3 textureColor, float3 lightDir, float3 viewDir, float3 normal, float3 lightColor, float specPower, float specIntensity, float attenuation) +{ + normal = normalize(normal); + + // diffuse + float3 dirToLight = normalize(-lightDir); + float diffuseFactor = max(dot(normal, dirToLight), 0.0); + float3 diffuse = lightColor * textureColor * diffuseFactor * attenuation; + + // specular (Blinn-Phong) + float3 halfwayDir = normalize(dirToLight + viewDir); + float specFactor = pow(max(dot(viewDir, halfwayDir), 0.0), specPower); + float3 spec = lightColor * specFactor * attenuation * specIntensity; + + return diffuse + spec; +}; + +float3 CalcPixelLight(float3 diffuseColor, float3 worldPos, float3 normal) +{ + float3 viewDir = normalize(viewPos - worldPos); + + // ambient + float3 ambient = ambientColor * diffuseColor; + + // dir light + float3 dirLight = CalcLight(diffuseColor, dirLightDir, viewDir, normal, dirLightColor, specularPower, specularIntensity, 1); + + // point light + float3 pointLightDir = worldPos - pointLightPos; + float distance = length(pointLightDir); + float attenuation = CalcAttenuation(distance); + float3 pointLight = CalcLight(diffuseColor, pointLightDir, viewDir, normal, pointLightColor, specularPower, specularIntensity, attenuation); + + // hacky hack: ambient attenuates within point light distance + ambient *= attenuation; + + return ambient + dirLight + pointLight; +};
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