diff options
Diffstat (limited to 'samples/resources/shaders/lighting.hlsl')
| -rwxr-xr-x[-rw-r--r--] | samples/resources/shaders/lighting.hlsl | 100 |
1 files changed, 50 insertions, 50 deletions
diff --git a/samples/resources/shaders/lighting.hlsl b/samples/resources/shaders/lighting.hlsl index 2dacc14..aaefdc3 100644..100755 --- a/samples/resources/shaders/lighting.hlsl +++ b/samples/resources/shaders/lighting.hlsl @@ -1,51 +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; +#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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