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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/samples_v2/SampleBase/shaders/lighting.hlsl
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'APEX_1.4/samples_v2/SampleBase/shaders/lighting.hlsl')
-rw-r--r--APEX_1.4/samples_v2/SampleBase/shaders/lighting.hlsl48
1 files changed, 48 insertions, 0 deletions
diff --git a/APEX_1.4/samples_v2/SampleBase/shaders/lighting.hlsl b/APEX_1.4/samples_v2/SampleBase/shaders/lighting.hlsl
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+++ b/APEX_1.4/samples_v2/SampleBase/shaders/lighting.hlsl
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+#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);
+};
+
+
+float4 CalcLight(float4 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);
+ float4 diffuse = float4(lightColor, 1) * textureColor * diffuseFactor * attenuation;
+
+ // specular (Blinn-Phong)
+ float3 halfwayDir = normalize(dirToLight + viewDir);
+ float specFactor = pow(max(dot(viewDir, halfwayDir), 0.0), specPower);
+ float4 spec = float4(lightColor, 1) * specFactor * attenuation * specIntensity;
+
+ return diffuse + spec;
+};
+
+float4 CalcPixelLight(float4 diffuseColor, float4 worldPos, float3 normal)
+{
+ float3 viewDir = normalize(viewPos - worldPos);
+
+ // ambient
+ float4 ambient = float4(ambientColor, 1) * diffuseColor;
+
+ // dir light
+ float4 dirLight = CalcLight(diffuseColor, dirLightDir, viewDir, normal, dirLightColor, specularPower, specularIntensity, 1);
+
+ // point light
+ float3 pointLightDir = worldPos - pointLightPos;
+ float distance = length(pointLightDir);
+ float attenuation = CalcAttenuation(distance);
+ float4 pointLight = CalcLight(diffuseColor, pointLightDir, viewDir, normal, pointLightColor, specularPower, specularIntensity, attenuation);
+
+ return ambient + dirLight + pointLight;
+}; \ No newline at end of file