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authorMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
committerMiles Macklin <[email protected]>2017-03-10 14:51:31 +1300
commitad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f (patch)
tree4cc6f3288363889d7342f7f8407c0251e6904819 /demo/d3d11/shaders/pointPS.hlsl
downloadflex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.tar.xz
flex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.zip
Initial 1.1.0 binary release
Diffstat (limited to 'demo/d3d11/shaders/pointPS.hlsl')
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diff --git a/demo/d3d11/shaders/pointPS.hlsl b/demo/d3d11/shaders/pointPS.hlsl
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+#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 gl_TexCoord[6])
+{
+ float3 pos = float3(gl_TexCoord[1].xyz / gl_TexCoord[1].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.SampleCmpLevelZero(shadowSampler, uvw.xy + shadowTaps * radius, uvw.z);
+ }
+ s /= 8.0;
+
+ return s;
+}
+
+float4 pointPS(PointGeoOut input
+ //, out float gl_FragDepth : SV_DEPTH
+) : SV_TARGET
+{
+ //gl_FragDepth = 0.0f;
+
+ const float spotMin = gParams.spotMin;
+ const float spotMax = gParams.spotMax;
+
+ float4 gl_FragColor;
+ float4 gl_TexCoord[6];
+
+ [unroll]
+ for (int i = 0; i < 6; i++)
+ gl_TexCoord[i] = input.texCoord[i];
+
+ // calculate normal from texture coordinates
+ float3 normal;
+ normal.xy = gl_TexCoord[0].xy * 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 * gl_TexCoord[3].w;
+ gl_FragColor.xyz = gl_TexCoord[3].xyz * alpha;
+ gl_FragColor.w = alpha;
+
+ return gl_FragColor;
+ }
+
+ // calculate lighting
+ float shadow = shadowSample(gl_TexCoord);
+
+ float3 lPos = float3(gl_TexCoord[1].xyz / gl_TexCoord[1].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 = gl_TexCoord[3].xyz;
+
+ float3 Lo = diffuse * reflectance * max(0.0, sqr(-dot(gl_TexCoord[2].xyz, normal) * 0.5 + 0.5)) * max(0.2, shadow) * attenuation;
+
+ const float tmp = 1.0 / 2.2;
+ gl_FragColor = float4(pow(abs(Lo), float3(tmp, tmp, tmp)), 1.0);
+
+ /*
+ const float pointRadius = gParams.pointRadius;
+ const float4x4 gl_ProjectionMatrix = gParams.projection;
+
+ float3 eyePos = gl_TexCoord[5].xyz + normal * pointRadius;
+ float4 ndcPos = mul(gl_ProjectionMatrix, float4(eyePos, 1.0));
+ ndcPos.z /= ndcPos.w;
+ gl_FragDepth = ndcPos.z;
+ */
+
+ return gl_FragColor;
+}