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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /APEX_1.4/samples_v2/SampleBase/shaders/lighting.hlsl | |
| download | physx-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.hlsl | 48 |
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 new file mode 100644 index 00000000..6609dffa --- /dev/null +++ b/APEX_1.4/samples_v2/SampleBase/shaders/lighting.hlsl @@ -0,0 +1,48 @@ +#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; +};
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