[12115] | 1 | //--------------------------------------------------------------------------- |
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| 2 | //These materials/shaders are part of the NEW InstanceManager implementation |
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| 3 | //Written by Matias N. Goldberg ("dark_sylinc") |
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| 4 | //--------------------------------------------------------------------------- |
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| 5 | |
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| 6 | #include "InstancingVertexInterpolators.cg" |
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| 7 | |
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| 8 | #include "shadows.cg" |
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| 9 | |
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| 10 | //--------------------------------------------- |
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| 11 | //Main Pixel Shader |
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| 12 | //--------------------------------------------- |
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| 13 | half4 main_ps( PS_INPUT input , |
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| 14 | uniform float4 lightPosition, |
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| 15 | uniform float3 cameraPosition, |
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| 16 | uniform half3 lightAmbient, |
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| 17 | uniform half3 lightDiffuse, |
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| 18 | uniform half3 lightSpecular, |
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| 19 | uniform half4 lightAttenuation, |
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| 20 | uniform half lightGloss, |
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| 21 | |
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| 22 | //Textures |
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| 23 | uniform sampler2D diffuseMap : register(s0) |
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| 24 | |
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| 25 | #ifdef DEPTH_SHADOWRECEIVER |
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| 26 | , uniform float invShadowMapSize, |
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| 27 | uniform sampler2D shadowMap : register(s1) |
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| 28 | #endif |
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| 29 | ) : COLOR0 |
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| 30 | { |
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| 31 | float fShadow = 1.0f; |
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| 32 | #ifdef DEPTH_SHADOWRECEIVER |
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| 33 | fShadow = calcDepthShadow( shadowMap, input.lightSpacePos, invShadowMapSize ); |
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| 34 | #endif |
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| 35 | |
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| 36 | const half4 baseColour = tex2D( diffuseMap, input.uv0 ); |
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| 37 | |
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| 38 | //Blinn-Phong lighting |
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| 39 | const half3 normal = normalize( input.Normal ); |
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| 40 | half3 lightDir = lightPosition.xyz - input.vPos * lightPosition.w; |
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| 41 | half3 eyeDir = normalize( cameraPosition - input.vPos ); |
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| 42 | |
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| 43 | const half fLength = length( lightDir ); |
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| 44 | lightDir = normalize( lightDir ); |
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| 45 | |
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| 46 | const half NdotL = max( 0.0f, dot( normal, lightDir ) ); |
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| 47 | half3 halfVector = normalize(lightDir + eyeDir); |
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| 48 | const half HdotN = max( 0.0f, dot( halfVector, normal ) ); |
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| 49 | |
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| 50 | const half3 ambient = lightAmbient * baseColour.xyz; |
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| 51 | const half3 diffuse = lightDiffuse * NdotL * baseColour.xyz; |
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| 52 | const half3 specular = lightSpecular * pow( HdotN, lightGloss ); |
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| 53 | |
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| 54 | const half3 directLighting = (diffuse + specular) * fShadow; |
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| 55 | |
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| 56 | return half4( directLighting + ambient, baseColour.a ); |
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| 57 | } |
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