1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
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;
};
|