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Diffstat (limited to 'demo/d3d11/shaders/meshPS.hlsl')
| -rw-r--r-- | demo/d3d11/shaders/meshPS.hlsl | 130 |
1 files changed, 0 insertions, 130 deletions
diff --git a/demo/d3d11/shaders/meshPS.hlsl b/demo/d3d11/shaders/meshPS.hlsl deleted file mode 100644 index db28d60..0000000 --- a/demo/d3d11/shaders/meshPS.hlsl +++ /dev/null @@ -1,130 +0,0 @@ -#include "shaderCommon.h" - -cbuffer constBuf : register(b0) -{ - MeshShaderConst gParams; -}; - -Texture2D<float> shadowTexture : register(t0); // shadow map - -SamplerComparisonState shadowSampler : register(s0); // texture sample used to sample depth from shadow texture in this sample - -// sample shadow map -float shadowSample(float4 gl_TexCoord[8]) -{ - float3 pos = float3(gl_TexCoord[1].xyz / gl_TexCoord[1].w); - 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; - - const int numTaps = 12; - - // flip uv y-coordinate - uvw.y = 1.0f - uvw.y; - - [unroll] - for (int i = 0; i < numTaps; i++) - { - float2 shadowTaps = gParams.shadowTaps[i].xy; - shadowTaps.y = 1.0f - shadowTaps.y; - s += shadowTexture.SampleCmpLevelZero(shadowSampler, uvw.xy + shadowTaps * radius, uvw.z); - } - s /= numTaps; - - return s; -} - -float filterwidth(float2 v) -{ - float2 fw = max(abs(ddx(v)), abs(ddy(v))); - return max(fw.x, fw.y); -} - -float2 bump(float2 x) -{ - return (floor((x) / 2) + 2.f * max(((x) / 2) - floor((x) / 2) - .5f, 0.f)); -} - -float checker(float2 uv) -{ - float width = filterwidth(uv); - float2 p0 = uv - 0.5 * width; - float2 p1 = uv + 0.5 * width; - - float2 i = (bump(p1) - bump(p0)) / width; - return i.x * i.y + (1 - i.x) * (1 - i.y); -} - -float4 meshPS(MeshVertexOut input, bool isFrontFace : SV_IsFrontFace) : SV_TARGET -{ - float4 gl_FragColor; - float4 gl_TexCoord[8]; - - [unroll] - for (int i = 0; i < 8; i++) - gl_TexCoord[i] = input.texCoord[i]; - - const float4 fogColor = gParams.fogColor; - const float3 lightDir = gParams.lightDir; - const float3 lightPos = gParams.lightPos; - const float spotMin = gParams.spotMin; - const float spotMax = gParams.spotMax; - const int grid = gParams.grid; - const int tex = gParams.tex; - - // calculate lighting - float shadow = max(shadowSample(gl_TexCoord), 0.5); - - float3 lVec = normalize(gl_TexCoord[3].xyz - (lightPos)); - 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 n = gl_TexCoord[0].xyz; - float3 color = gl_TexCoord[4].xyz; - - if (!isFrontFace) - { - color = gl_TexCoord[6].xyz; - n *= -1.0f; - } - - if (grid && (n.y > 0.995)) - { - color *= 1.0 - 0.25 * checker(float2(gl_TexCoord[3].x, gl_TexCoord[3].z)); - } - else if (grid && abs(n.z) > 0.995) - { - color *= 1.0 - 0.25 * checker(float2(gl_TexCoord[3].y, gl_TexCoord[3].x)); - } - - if (tex) - { - //color = texture2D(tex, gl_TexCoord[5].xy).xyz; - } - - // direct light term - float wrap = 0.0; - float3 diffuse = color * float3(1.0, 1.0, 1.0) * max(0.0, (-dot(lightDir, n) + wrap) / (1.0 + wrap) * shadow) * attenuation; - - // wrap ambient term aligned with light dir - float3 light = float3(0.03, 0.025, 0.025) * 1.5; - float3 dark = float3(0.025, 0.025, 0.03); - //float3 ambient = 4.0 * color * lerp(dark, light, -dot(lightDir, n) * 0.5 + 0.5) * attenuation; - float3 ambient = 4.0 * color * lerp(dark, light, -dot(lightDir, n) * float3(0.5, 0.5, 1.0) + float3(0.5, 0.5, 0.0)) * attenuation; - - float3 fog = lerp(fogColor.xyz, diffuse + ambient, exp(gl_TexCoord[7].z * fogColor.w)); - - //gl_FragColor = float4(pow(fog, float3(1.0 / 2.2)), 1.0); - const float tmp = 1.0 / 2.2; - gl_FragColor = float4(pow(abs(fog), float3(tmp, tmp, tmp)), 1.0); - - return gl_FragColor; - -} |