// 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 tShadowmap : register(t0); #elif (LIGHTMODE == LIGHTMODE_OMNI) Texture2DArray 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); }