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-rw-r--r--demo/d3d11/shaders/meshPS.hlsl130
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diff --git a/demo/d3d11/shaders/meshPS.hlsl b/demo/d3d11/shaders/meshPS.hlsl
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+++ b/demo/d3d11/shaders/meshPS.hlsl
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+#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;
+
+}