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source: code/branches/skybox/Media/materials/programs/OffsetMapping.hlsl @ 2871

Last change on this file since 2871 was 390, checked in by landauf, 17 years ago

added materials

File size: 4.8 KB
Line 
1/* Offset mapping including a shadow element and multiple lights in one pass */
2void integratedshadows_vp(float4 position   : POSITION,
3              float3 normal      : NORMAL,
4              float2 uv         : TEXCOORD0,
5              float3 tangent     : TANGENT0,
6              // outputs
7              out float4 oPosition    : POSITION,
8              out float2 oUv          : TEXCOORD0,
9              out float3 oLightDir    : TEXCOORD1, // tangent space
10             out float3 oEyeDir       : TEXCOORD2, // tangent space
11                         out float3 oSpotDirection : TEXCOORD3, // tangent space
12              out float3 oLightDir1    : TEXCOORD4, // tangent space
13              out float3 oSpotDirection1    : TEXCOORD5, // tangent space
14                         out float4 oShadowUV1 : TEXCOORD6,
15                         out float4 oShadowUV2 : TEXCOORD7,
16              // parameters
17              uniform float4 lightPosition, // object space
18              uniform float4 lightPosition1, // object space
19              uniform float3 eyePosition,   // object space
20                          uniform float3 spotDirection, // object space
21                          uniform float3 spotDirection1, // object space
22              uniform float4x4 worldViewProj,
23                          uniform float4x4 worldMatrix,
24                          uniform float4x4 texViewProj1,
25                          uniform float4x4 texViewProj2)
26
27   // calculate output position
28   oPosition = mul(worldViewProj, position);
29
30   float4 worldPos = mul(worldMatrix, position);
31   oShadowUV1 = mul(texViewProj1, worldPos);
32   oShadowUV2 = mul(texViewProj2, worldPos);
33   
34   
35
36   // pass the main uvs straight through unchanged
37   oUv = uv;
38
39   // calculate tangent space light vector
40   // Get object space light direction
41   float3 lightDir = normalize(lightPosition.xyz -  (position * lightPosition.w));
42   float3 lightDir1 = normalize(lightPosition1.xyz -  (position * lightPosition1.w));
43   float3 eyeDir = eyePosition - position.xyz;
44   
45   // Calculate the binormal (NB we assume both normal and tangent are
46   // already normalised)
47   // NB looks like nvidia cross params are BACKWARDS to what you'd expect
48   // this equates to NxT, not TxN
49   float3 binormal = cross(tangent, normal);
50   
51   // Form a rotation matrix out of the vectors
52   float3x3 rotation = float3x3(tangent, binormal, normal);
53   
54   // Transform the light vector according to this matrix
55   lightDir = normalize(mul(rotation, lightDir));
56   lightDir1 = normalize(mul(rotation, lightDir1));
57   eyeDir = normalize(mul(rotation, eyeDir));
58
59   oLightDir = lightDir;
60   oLightDir1 = lightDir1;
61   oEyeDir = eyeDir;
62   oSpotDirection = normalize(mul(rotation, -spotDirection));
63   oSpotDirection1 = normalize(mul(rotation, -spotDirection1));
64}
65
66// Expand a range-compressed vector
67float3 expand(float3 v)
68{
69        return (v - 0.5) * 2;
70}
71
72void integratedshadows_fp(
73        float2 uv : TEXCOORD0,
74        float3 lightDir : TEXCOORD1,
75        float3 eyeDir : TEXCOORD2,
76        float3 spotDir : TEXCOORD3,
77        float3 lightDir1 : TEXCOORD4,
78        float3 spotDir1 : TEXCOORD5,
79        float4 shadowUV1 : TEXCOORD6,
80        float4 shadowUV2 : TEXCOORD7,
81        uniform float3 lightDiffuse,
82        uniform float4 scaleBias,
83    uniform float4 spotParams,
84        uniform float3 lightDiffuse1,
85    uniform float4 spotParams1,
86        uniform sampler2D normalHeightMap : register(s0),
87        uniform sampler2D diffuseMap : register(s1),
88        uniform sampler2D shadowMap1 : register(s2),
89        uniform sampler2D shadowMap2 : register(s3),
90        out float4 oColour : COLOR)
91{
92        // get the height using the tex coords
93        float height = tex2D(normalHeightMap, uv).a;
94
95        // scale and bias factors       
96        float scale = scaleBias.x;
97        float bias = scaleBias.y;
98
99        // calculate displacement       
100        float displacement = (height * scale) + bias;
101       
102        float3 uv2 = float3(uv, 1);
103
104        float3 scaledEyeDir = eyeDir * displacement;
105       
106        // calculate the new tex coord to use for normal and diffuse
107        float2 newTexCoord = (scaledEyeDir + uv2).xy;
108       
109        // get the new normal and diffuse values
110        float3 normal = expand(tex2D(normalHeightMap, newTexCoord).xyz);
111        float3 diffuse = tex2D(diffuseMap, newTexCoord).xyz;
112       
113        float3 col1 = diffuse * saturate(dot(normal, lightDir)) * lightDiffuse;
114        // factor in spotlight angle
115        float rho = saturate(dot(spotDir, lightDir));
116        // factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff
117        float spotFactor = pow(
118                saturate(rho - spotParams.y) / (spotParams.x - spotParams.y), spotParams.z);
119        col1 = col1 * spotFactor;
120        float3 col2 = diffuse * saturate(dot(normal, lightDir1)) * lightDiffuse1;
121        // factor in spotlight angle
122        rho = saturate(dot(spotDir1, lightDir1));
123        // factor = (rho - cos(outer/2) / cos(inner/2) - cos(outer/2)) ^ falloff
124        spotFactor = pow(
125                saturate(rho - spotParams1.y) / (spotParams1.x - spotParams1.y), spotParams1.z);
126        col2 = col2 * spotFactor;
127
128        // shadow textures
129        col1 = col1 * tex2Dproj(shadowMap1, shadowUV1);
130        col2 = col2 * tex2Dproj(shadowMap2, shadowUV2);
131
132        oColour = float4(col1 + col2, 1);
133
134}
135
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