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+// This code contains NVIDIA Confidential Information and is disclosed
+// under the Mutual Non-Disclosure Agreement.
+//
+// Notice
+// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
+// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
+//
+// NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
+// expressly authorized by NVIDIA. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2003 - 2016 NVIDIA Corporation. All rights reserved.
+//
+// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
+// rights in and to this software and related documentation and any modifications thereto.
+// Any use, reproduction, disclosure or distribution of this software and related
+// documentation without an express license agreement from NVIDIA Corporation is
+// strictly prohibited.
+//
+
+/*
+Define the shader permutations for code generation
+%% MUX_BEGIN %%
+- LIGHTMODE:
+ - LIGHTMODE_DIRECTIONAL
+ - LIGHTMODE_SPOTLIGHT
+ - LIGHTMODE_OMNI
+%% MUX_END %%
+*/
+
+////////////////////////////////////////////////////////////////////////////////
+// Resources
+
+SamplerComparisonState sampShadowmap : register(s0);
+
+#if (LIGHTMODE == LIGHTMODE_DIRECTIONAL || LIGHTMODE == LIGHTMODE_SPOTLIGHT)
+ Texture2D<float> tShadowmap : register(t0);
+#elif (LIGHTMODE == LIGHTMODE_OMNI)
+ Texture2DArray <float1> tShadowmapArray : register(t0);
+#endif
+////////////////////////////////////////////////////////////////////////////////
+// Constant Buffers
+
+cbuffer CameraCB : register( b0 )
+{
+ column_major float4x4 c_mViewProj : packoffset(c0);
+ float3 c_vEyePos : packoffset(c4);
+ float c_fZNear : packoffset(c5);
+ float c_fZFar : packoffset(c5.y);
+};
+
+cbuffer ObjectCB : register( b1 )
+{
+ column_major float4x4 c_mObject : packoffset(c0);
+ float3 c_vObjectColor : packoffset(c4);
+};
+
+cbuffer LightCB : register( b2 )
+{
+ column_major float4x4 c_mLightViewProj : packoffset(c0);
+ float3 c_vLightDirection : packoffset(c4);
+ float c_fLightFalloffCosTheta : packoffset(c4.w);
+ float3 c_vLightPos : packoffset(c5);
+ float c_fLightFalloffPower : packoffset(c5.w);
+ float3 c_vLightColor : packoffset(c6);
+ float4 c_vLightAttenuationFactors : packoffset(c7);
+ float c_fLightZNear : packoffset(c8);
+ float c_fLightZFar : packoffset(c8.y);
+ float3 c_vSigmaExtinction : packoffset(c9);
+};
+
+////////////////////////////////////////////////////////////////////////////////
+// IO Structures
+
+struct VS_OUTPUT
+{
+ float4 ScreenP : SV_POSITION;
+ float4 P : TEXCOORD0;
+ float3 N : NORMAL0;
+};
+
+////////////////////////////////////////////////////////////////////////////////
+// Pixel Shader
+
+float3 ParaboloidProject(float3 P, float zNear, float zFar)
+{
+ float3 outP;
+ float lenP = length(P.xyz);
+ outP.xyz = P.xyz/lenP;
+ outP.x = outP.x / (outP.z + 1);
+ outP.y = outP.y / (outP.z + 1);
+ outP.z = (lenP - zNear) / (zFar - zNear);
+ return outP;
+}
+
+float4 main(VS_OUTPUT input) : SV_Target0
+{
+ float3 P = input.P.xyz / input.P.w;
+ float3 N = normalize(input.N);
+ float3 Kd = c_vObjectColor;
+
+ //return float4(0.5*(N+1), 1);
+
+ const float SHADOW_BIAS = -0.001f;
+ float4 shadow_clip = mul(c_mLightViewProj, float4(P,1));
+ shadow_clip = shadow_clip / shadow_clip.w;
+ uint hemisphereID = (shadow_clip.z > 0) ? 0 : 1;
+ if (LIGHTMODE == LIGHTMODE_OMNI)
+ {
+ shadow_clip.z = abs(shadow_clip.z);
+ shadow_clip.xyz = ParaboloidProject(shadow_clip.xyz, c_fLightZNear, c_fLightZFar);
+ }
+ float2 shadow_tc = float2(0.5f, -0.5f)*shadow_clip.xy + 0.5f;
+ float receiver_depth = shadow_clip.z+SHADOW_BIAS;
+
+ float total_light = 0;
+ const int SHADOW_KERNEL = 2;
+ [unroll]
+ for (int ox=-SHADOW_KERNEL; ox<=SHADOW_KERNEL; ++ox)
+ {
+ [unroll]
+ for (int oy=-SHADOW_KERNEL; oy<=SHADOW_KERNEL; ++oy)
+ {
+#if (LIGHTMODE == LIGHTMODE_OMNI)
+ total_light += tShadowmapArray.SampleCmpLevelZero(sampShadowmap, float3(shadow_tc, hemisphereID), receiver_depth, int2(ox, oy)).x;
+#else
+ total_light += tShadowmap.SampleCmpLevelZero(sampShadowmap, shadow_tc, receiver_depth, int2(ox, oy)).x;
+#endif
+ }
+ }
+ float shadow_term = total_light / ((2*SHADOW_KERNEL+1) * (2*SHADOW_KERNEL+1));
+
+ float3 output = float3(0,0,0);
+ float3 L = -c_vLightDirection;
+ if (LIGHTMODE == LIGHTMODE_DIRECTIONAL)
+ {
+ float3 attenuation = shadow_term*dot(N, L);
+ float3 ambient = 0.001f*saturate(0.5f*(dot(N, L)+1.0f));
+ output += c_vLightColor*max(attenuation, ambient);
+
+ }
+ else if (LIGHTMODE == LIGHTMODE_SPOTLIGHT)
+ {
+ float light_to_world = length(P - c_vLightPos);
+ float3 W = (c_vLightPos - P)/light_to_world;
+
+ float distance_attenuation = 1.0f/(c_vLightAttenuationFactors.x + c_vLightAttenuationFactors.y*light_to_world + c_vLightAttenuationFactors.z*light_to_world*light_to_world) + c_vLightAttenuationFactors.w;
+
+ const float ANGLE_EPSILON = 0.00001f;
+ float angle_factor = saturate((dot(N, L)-c_fLightFalloffCosTheta)/(1-c_fLightFalloffCosTheta));
+ float spot_attenuation = (angle_factor > ANGLE_EPSILON) ? pow(angle_factor, c_fLightFalloffPower) : 0.0f;
+
+ float3 attenuation = distance_attenuation*spot_attenuation*shadow_term*dot(N, W);
+ float3 ambient = 0.00001f*saturate(0.5f*(dot(N, L)+1.0f));
+ output += c_vLightColor*max(attenuation, ambient)*exp(-c_vSigmaExtinction*light_to_world);
+ }
+ else if (LIGHTMODE == LIGHTMODE_OMNI)
+ {
+ float light_to_world = length(P - c_vLightPos);
+ float3 W = (c_vLightPos - P)/light_to_world;
+ float distance_attenuation = 1.0f/(c_vLightAttenuationFactors.x + c_vLightAttenuationFactors.y*light_to_world + c_vLightAttenuationFactors.z*light_to_world*light_to_world) + c_vLightAttenuationFactors.w;
+
+ float3 attenuation = distance_attenuation*shadow_term*dot(N, W);
+ float3 ambient = 0.00001f*saturate(0.5f*(dot(N, L)+1.0f));
+ output += c_vLightColor*max(attenuation, ambient)*exp(-c_vSigmaExtinction*light_to_world);
+ }
+
+ return float4(output, 1);
+}