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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 /PhysX_3.4/Media/SampleRenderer/4/shaders/include/lighting.cg
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Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'PhysX_3.4/Media/SampleRenderer/4/shaders/include/lighting.cg')
-rw-r--r--PhysX_3.4/Media/SampleRenderer/4/shaders/include/lighting.cg108
1 files changed, 108 insertions, 0 deletions
diff --git a/PhysX_3.4/Media/SampleRenderer/4/shaders/include/lighting.cg b/PhysX_3.4/Media/SampleRenderer/4/shaders/include/lighting.cg
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+
+#ifndef LIGHTING_CG
+#define LIGHTING_CG
+
+#include <config.cg>
+#include <globals.cg>
+
+// Internal Lighting functions...
+Lighting computeAmbientLight( const FragmentParameters params, const SurfaceMaterial material);
+Lighting computeDirectionalLight(const FragmentParameters params, const SurfaceMaterial material);
+Lighting computePointLight( const FragmentParameters params, const SurfaceMaterial material);
+Lighting computeSpotLight( const FragmentParameters params, const SurfaceMaterial material);
+
+#if defined(PASS_SUPPORTS_SHADOWS)
+#define NUM_SHADOW_OFFSETS 32
+static float2 shadowMapOffsets[NUM_SHADOW_OFFSETS] =
+{
+ float2( 0.024439,-0.191747), float2( 0.127369, 0.462646), float2( 0.769628,-0.291028), float2(-0.684950, 0.518250),
+ float2( 0.019485, 0.303360), float2(-0.234805,-0.278718), float2(-0.679808,-0.717623), float2(-0.004622,-0.000659),
+ float2(-0.128309,-0.515931), float2( 0.497521, 0.347996), float2( 0.197836,-0.405042), float2(-0.576391,-0.192435),
+ float2( 0.379497, 0.355307), float2( 0.642894,-0.338695), float2( 0.368096, 0.394195), float2(-0.024818,-0.234009),
+ float2(-0.487682, 0.608270), float2( 0.822138, 0.568698), float2(-0.184849, 0.191561), float2( 0.020395,-0.012156),
+ float2(-0.647774,-0.197404), float2(-0.681738,-0.615919), float2(-0.418447,-0.412937), float2( 0.632155, 0.357966),
+ float2(-0.742742,-0.038003), float2(-0.759170,-0.569653), float2(-0.508216, 0.317101), float2( 0.547166,-0.267258),
+ float2(-0.134347, 0.070130), float2(-0.210947,-0.774648), float2( 0.751069, 0.026197), float2(-0.595643,-0.277915),
+};
+#endif
+
+float computeShadowTerm(const FragmentParameters params)
+{
+ float shadowMask = 1;
+#if defined(PASS_SUPPORTS_SHADOWS) && ENABLE_SHADOWS
+ const float shadowDepthBias = 0.02;
+ const float depthBias = 0.00006;
+
+#if 0
+
+ float4 lsp = mul(float4(params.worldSpacePosition, 1), g_lightShadowMatrix);
+ lsp = float4(float2(0.5,-0.5)*lsp.xy/lsp.w + 0.5, lsp.z/lsp.w - depthBias, 1);
+ shadowMask = tex2Dproj(g_lightShadowMap, lsp).x;
+#elif 1
+
+ const float shadowOffsetScale = 0.005;
+ float4 lsp = mul(float4(params.worldSpacePosition, 1), g_lightShadowMatrix);
+ lsp = float4(float2(0.5,-0.5)*lsp.xy/lsp.w + 0.5, lsp.z/lsp.w - depthBias, 1);
+ shadowMask = 0;
+ for(int i=0; i<NUM_SHADOW_OFFSETS; i++)
+ {
+ float4 texcoord = lsp+float4(shadowMapOffsets[i]*shadowOffsetScale, 0,0);
+ shadowMask += tex2Dproj(g_lightShadowMap, texcoord).x;
+ }
+ shadowMask /= NUM_SHADOW_OFFSETS;
+
+#else
+
+ const float fragmentDepth = length(g_lightPosition-params.worldSpacePosition)-shadowDepthBias;
+ float4 lsp = mul(float4(params.worldSpacePosition, 1), g_lightShadowMatrix);
+ lsp = float4(float2(0.5,-0.5)*lsp.xy/lsp.w + 0.5, lsp.z/lsp.w - depthBias, 1);
+ const float shadowOffsetScale = 0.002;
+
+ float4 shadowSpacePosition = mul(float4(params.worldSpacePosition, 1), g_lightShadowMatrix);
+ float2 shadowUV = float2(0.5,-0.5) * shadowSpacePosition.xy / shadowSpacePosition.w + float2(0.5, 0.5);
+ for(int i=0; i<NUM_SHADOW_OFFSETS/4; i++)
+ {
+ float4 shadowMapColor;
+ shadowMapColor.r = tex2D(g_lightShadowMap, (shadowUV+shadowMapOffsets[i*4+0]*shadowOffsetScale)).r;
+ shadowMapColor.g = tex2D(g_lightShadowMap, (shadowUV+shadowMapOffsets[i*4+1]*shadowOffsetScale)).r;
+ shadowMapColor.b = tex2D(g_lightShadowMap, (shadowUV+shadowMapOffsets[i*4+2]*shadowOffsetScale)).r;
+ shadowMapColor.a = tex2D(g_lightShadowMap, (shadowUV+shadowMapOffsets[i*4+3]*shadowOffsetScale)).r;
+ for(int j=0; j<4; j++)
+ {
+ if(shadowMapColor[j] < lsp.z)
+ {
+ shadowMask -= (1.0f/NUM_SHADOW_OFFSETS);
+ }
+ }
+ }
+
+#endif
+
+#endif
+ return shadowMask;
+}
+
+Lighting computeLighting(const FragmentParameters params, const SurfaceMaterial material)
+{
+ Lighting lout;
+
+#if defined(PASS_AMBIENT_LIGHT)
+ lout = computeAmbientLight(params, material);
+#elif defined(PASS_DIRECTIONAL_LIGHT)
+ lout = computeDirectionalLight(params, material);
+#elif defined(PASS_POINT_LIGHT)
+ lout = computePointLight(params, material);
+#elif defined(PASS_SPOT_LIGHT) || defined(PASS_SPOT_LIGHT_NO_SHADOW)
+ lout = computeSpotLight(params, material);
+#endif
+
+ const float shadowTerm = computeShadowTerm(params);
+ lout.diffuseColor *= (half)shadowTerm;
+ lout.specularColor *= (half)shadowTerm;
+
+ lout.diffuseColor += (half3)g_ambientColor * material.diffuseColor;
+
+ return lout;
+}
+
+#endif