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| author | Miles Macklin <[email protected]> | 2017-06-09 13:41:15 +1200 |
|---|---|---|
| committer | Miles Macklin <[email protected]> | 2017-06-09 13:41:15 +1200 |
| commit | 688b5f42e9bfe498d7af7075d4d8f4429867f3a3 (patch) | |
| tree | 7e0d0e7c95298f0418723abd92f61ac6e16b055e /demo/d3d/shaders/pointPS.hlsl | |
| parent | Update README.md (diff) | |
| download | flex-688b5f42e9bfe498d7af7075d4d8f4429867f3a3.tar.xz flex-688b5f42e9bfe498d7af7075d4d8f4429867f3a3.zip | |
1.2.0.beta.11.2.0.beta.1
Diffstat (limited to 'demo/d3d/shaders/pointPS.hlsl')
| -rw-r--r-- | demo/d3d/shaders/pointPS.hlsl | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/demo/d3d/shaders/pointPS.hlsl b/demo/d3d/shaders/pointPS.hlsl new file mode 100644 index 0000000..62c8ab4 --- /dev/null +++ b/demo/d3d/shaders/pointPS.hlsl @@ -0,0 +1,81 @@ +#include "shaderCommon.h" + +cbuffer constBuf : register(b0) +{ + PointShaderConst gParams; +}; + +Texture2D<float> shadowTexture : register(t0); // shadow map + +SamplerComparisonState shadowSampler : register(s0); // texture sample used to sample depth from shadow texture in this sample + +float sqr(float x) { return x * x; } + +float shadowSample(float4 lightOffsetPosition) +{ + float3 pos = float3(lightOffsetPosition.xyz / lightOffsetPosition.w); + //float3 uvw = (pos.xyz * 0.5) + vec3(0.5); + float3 uvw = (pos.xyz * float3(0.5, 0.5, 1.0)) + float3(0.5, 0.5, 0.0); + + // user clip + if (uvw.x < 0.0 || uvw.x > 1.0) + return 1.0; + if (uvw.y < 0.0 || uvw.y > 1.0) + return 1.0; + + float s = 0.0; + float radius = 0.002; + + // flip uv y-coordinate + uvw.y = 1.0f - uvw.y; + + [unroll] + for (int i = 0; i < 8; i++) + { + float2 shadowTaps = gParams.shadowTaps[i].xy; + shadowTaps.y = 1.0f - shadowTaps.y; + + //s += shadow2D(shadowTex, vec3(uvw.xy + shadowTaps[i] * radius, uvw.z)).r; + s += shadowTexture.SampleCmp(shadowSampler, uvw.xy + shadowTaps * radius, uvw.z); + } + s /= 8.0; + + return s; +} + +float4 pointPS(PointGeoOut input) : SV_TARGET +{ + const float spotMin = gParams.spotMin; + const float spotMax = gParams.spotMax; + + // calculate normal from texture coordinates + float3 normal; + normal.xy = input.texCoord * float2(2.0, -2.0) + float2(-1.0, 1.0); + float mag = dot(normal.xy, normal.xy); + if (mag > 1.0) + { + discard; // kill pixels outside circle + } + + normal.z = sqrt(1.0 - mag); + + if (gParams.mode == 2) + { + float alpha = normal.z * input.reflectance.w; + return float4(input.reflectance.xyz * alpha, alpha); + } + + // calculate lighting + float shadow = shadowSample(input.lightOffsetPosition); + + float3 lPos = float3(input.lightOffsetPosition.xyz / input.lightOffsetPosition.w); + float attenuation = max(smoothstep(spotMax, spotMin, dot(lPos.xy, lPos.xy)), 0.05); + + float3 diffuse = float3(0.9, 0.9, 0.9); + float3 reflectance = input.reflectance.xyz; + + float3 lo = diffuse * reflectance * max(0.0, sqr(-dot(input.viewLightDir, normal) * 0.5 + 0.5)) * max(0.2, shadow) * attenuation; + + const float tmp = 1.0 / 2.2; + return float4(pow(abs(lo), float3(tmp, tmp, tmp)), 1.0); +} |