[1] | 1 | /****************************************************************************** |
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| 2 | Copyright (c) W.J. van der Laan |
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| 3 | |
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| 4 | Permission is hereby granted, free of charge, to any person obtaining a copy of |
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| 5 | this software and associated documentation files (the "Software"), to deal in |
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| 6 | the Software without restriction, including without limitation the rights to use, |
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| 7 | copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the |
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| 8 | Software, and to permit persons to whom the Software is furnished to do so, subject |
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| 9 | to the following conditions: |
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| 10 | |
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| 11 | The above copyright notice and this permission notice shall be included in all copies |
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| 12 | or substantial portions of the Software. |
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| 13 | |
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| 14 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, |
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| 15 | INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A |
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| 16 | PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT |
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| 17 | HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION |
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| 18 | OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE |
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| 19 | SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
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| 20 | ******************************************************************************/ |
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| 21 | /** Deferred shading framework |
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| 22 | // W.J. :wumpus: van der Laan 2005 // |
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| 23 | |
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| 24 | Post shader: Single pass |
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| 25 | */ |
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| 26 | sampler Tex0: register(s0); |
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| 27 | sampler Tex1: register(s1); |
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| 28 | |
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| 29 | float4x4 proj; |
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| 30 | |
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| 31 | float4 ambientColor; |
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| 32 | // Attributes of light 0 |
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| 33 | float4 lightPos0; |
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| 34 | float4 lightDiffuseColor0; |
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| 35 | float4 lightSpecularColor0; |
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| 36 | // Attributes of light 1 |
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| 37 | float4 lightPos1; |
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| 38 | float4 lightDiffuseColor1; |
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| 39 | float4 lightSpecularColor1; |
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| 40 | |
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| 41 | // Global parameters for lights |
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| 42 | struct LightGlobal |
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| 43 | { |
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| 44 | float3 position; |
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| 45 | float3 normal; |
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| 46 | float3 viewDir; |
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| 47 | }; |
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| 48 | |
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| 49 | // Current state of light |
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| 50 | struct LightAccum |
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| 51 | { |
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| 52 | float3 light_diffuse; |
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| 53 | float3 light_specular; |
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| 54 | }; |
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| 55 | |
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| 56 | // Do lighting calculations for one light |
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| 57 | void processLight( |
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| 58 | inout LightAccum accum, |
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| 59 | LightGlobal global, |
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| 60 | float4 lightPos, |
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| 61 | float4 lightDiffuseColor, |
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| 62 | float4 lightSpecularColor) |
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| 63 | { |
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| 64 | float3 lightVec = lightPos - global.position; |
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| 65 | float3 lightDir = normalize(lightVec); |
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| 66 | accum.light_diffuse += max(0,dot(lightDir, global.normal)) * lightDiffuseColor; |
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| 67 | |
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| 68 | float3 h = normalize(global.viewDir + lightDir); |
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| 69 | accum.light_specular += pow(dot(global.normal, h),32) * lightSpecularColor; |
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| 70 | } |
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| 71 | |
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| 72 | struct POUTPUT |
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| 73 | { |
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| 74 | float4 colour: COLOR; |
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| 75 | float depth: DEPTH; |
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| 76 | }; |
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| 77 | |
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| 78 | POUTPUT main(float2 texCoord: TEXCOORD0, float3 projCoord: TEXCOORD1) |
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| 79 | { |
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| 80 | POUTPUT o; |
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| 81 | |
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| 82 | float4 a0 = tex2D(Tex0, texCoord); // Attribute 0: Diffuse color+shininess |
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| 83 | float4 a1 = tex2D(Tex1, texCoord); // Attribute 1: Normal+depth |
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| 84 | |
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| 85 | LightGlobal global; |
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| 86 | |
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| 87 | // Clip fragment if depth is too far, so the skybox can be rendered on the background |
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| 88 | clip(a1.w-0.001); |
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| 89 | |
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| 90 | // Attributes |
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| 91 | float3 colour = a0.rgb; |
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| 92 | float alpha = a0.a; // Specularity |
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| 93 | float distance = a1.w; // Distance from viewer -- is zero if no lighting wanted |
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| 94 | //global.normal = normalize(a1.xyz); // normalizing done already |
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| 95 | global.normal = a1.xyz; |
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| 96 | |
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| 97 | // Acquire view space position via inverse projection transformation |
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| 98 | //global.position = mul(invProj, float4(projCoord, 0, 1))*distance; |
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| 99 | // Acquire view space position via inverse projection transformation |
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| 100 | //float4 tpos; |
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| 101 | //tpos = float4(projCoord, distance, 1.0); |
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| 102 | //tpos = mul(invProj, tpos); |
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| 103 | //tpos = tpos / tpos.w; |
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| 104 | //global.position = tpos; |
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| 105 | //global.position = float3( |
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| 106 | // invProj[0][0], // X vector component from X |
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| 107 | // invProj[1][1], // Y vector component from Y |
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| 108 | // invProj[2][3] // Z vector component from W |
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| 109 | //)*projCoord*distance; |
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| 110 | global.position = projCoord*distance; |
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| 111 | |
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| 112 | // Apply light |
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| 113 | LightAccum accum; |
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| 114 | accum.light_diffuse = float3(0,0,0); |
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| 115 | accum.light_specular = float3(0,0,0); |
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| 116 | global.viewDir = -normalize(global.position); |
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| 117 | |
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| 118 | processLight(accum, global, lightPos0, lightDiffuseColor0, lightSpecularColor0); |
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| 119 | processLight(accum, global, lightPos1, lightDiffuseColor1, lightSpecularColor1); |
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| 120 | |
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| 121 | // Calcalate total lighting for this fragment |
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| 122 | float3 total_light_contrib; |
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| 123 | total_light_contrib = ambientColor+accum.light_diffuse+alpha*accum.light_specular; |
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| 124 | |
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| 125 | o.colour = float4( total_light_contrib*colour ,0); |
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| 126 | // Depth buffer value |
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| 127 | // Transfering depth makes it possible to render particle effects and other transparent |
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| 128 | // things unaffected by light in the postprocessing phase. |
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| 129 | o.depth = projCoord.z*proj[2][2] + proj[2][3]/distance; |
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| 130 | return o; |
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| 131 | } |
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| 132 | |
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