#include "common.h" #include "lmodel.h" #include "shadow.h" ////////////////////////////////////////////////////////////////////////////////////////// // This is the basic primitive used by convex, volumetric lights // for example spot-lights, one face of the omni lights, etc. ////////////////////////////////////////////////////////////////////////////////////////// // following options are available to configure compilation: // USE_LMAP // USE_LMAPXFORM // USE_SHADOW ////////////////////////////////////////////////////////////////////////////////////////// uniform float4 m_lmap [2] ; //float4 main( float4 tc : TEXCOORD0, float4 tcJ : TEXCOORD1 ) : SV_Target #ifdef MSAA_OPTIMIZATION #ifdef GBUFFER_OPTIMIZATION float4 main( p_volume I, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target #else float4 main( p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target #endif #else #ifdef GBUFFER_OPTIMIZATION float4 main( p_volume I, float4 pos2d : SV_Position ) : SV_Target #else float4 main( p_volume I ) : SV_Target #endif #endif { // float4 _P = tex2Dproj (s_position, tc); // float4 _N = tex2Dproj (s_normal, tc); float2 tcProj = I.tc.xy / I.tc.w; gbuffer_data gbd = gbuffer_load_data( GLD_P(tcProj, pos2d, ISAMPLE) ); #ifdef GBUFFER_OPTIMIZATION // Emulate virtual offset gbd.P += gbd.N*0.015f; #endif // GBUFFER_OPTIMIZATION float4 _P = float4( gbd.P, gbd.mtl ); float4 _N = float4( gbd.N, gbd.hemi ); float m = xmaterial ; # ifndef USE_R2_STATIC_SUN m = _P.w ; # endif // ----- light-model float rsqr; float4 light = plight_local( m, _P, _N, Ldynamic_pos, Ldynamic_pos.w, rsqr ); // ----- shadow float4 P4 = float4( _P.x, _P.y, _P.z, 1); float4 PS = mul( m_shadow, P4 ); float s = 1.h; #ifdef USE_SHADOW #ifdef USE_SJITTER s = shadowtest( PS, I.tcJ ); #else s = shadow( PS ); #endif #endif // ----- lightmap float4 lightmap= 1.h; #ifdef USE_LMAP #ifdef USE_LMAPXFORM PS.x = dot( P4, m_lmap[0] ); PS.y = dot( P4, m_lmap[1] ); #endif //lightmap= tex2Dproj (s_lmap, PS); // // Can use linear with mip point lightmap = s_lmap.Sample( smp_rtlinear, PS.xy / PS.w ); // #endif return blendp ( Ldynamic_color * light * s * lightmap, I.tc ); }