51 lines
1.3 KiB
HLSL
51 lines
1.3 KiB
HLSL
#include "common.hlsli"
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#include "lmodel.hlsli"
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//////////////////////////////////////////////////////////////////////////////////////////
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// This is the basic primitive used by convex, volumetric lights
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// for example spot-lights, one face of the omni lights, etc.
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//////////////////////////////////////////////////////////////////////////////////////////
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// following options are available to configure compilation:
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// USE_LMAP
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// USE_LMAPXFORM
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// USE_SHADOW
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//////////////////////////////////////////////////////////////////////////////////////////
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uniform float4x4 m_shadow;
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uniform sampler s_position;
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uniform sampler s_normal;
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uniform float4 Ldynamic_color;
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uniform float4 Ldynamic_pos;
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uniform float4 Ldynamic_dir;
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float4 main(float4 tc : TEXCOORD0) : COLOR
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{
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float4 _P = tex2Dproj(s_position, tc);
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if(_P.z < 0.001f)
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return 0.0f;
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float4 _C = tex2Dproj(s_base, tc);
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float4 _N = tex2Dproj(s_normal, tc);
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_N.xyz = normalize(_N.xyz);
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// ----- light-model
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float4 light = plight_local(_P.w, _P, _N, Ldynamic_pos, Ldynamic_pos.w);
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// ----- shadow
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float4 P4 = float4(_P.xyz, 1.0f);
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float4 PS = mul(m_shadow, P4);
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#ifdef USE_LMAP
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light *= tex2Dlod(s_lmap, float4(PS.xy / PS.w, 0.0f, 0.0f));
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#endif
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float4 color = Ldynamic_color * light;
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color.xyz = color.xyz * _C.xyz + color.w * _C.w;
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return color;
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}
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