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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