// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. #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; };