#include "common.h" #include "lmodel.h" ////////////////////////////////////////////////////////////////////////////////////////// // Pixel // Note: this is a float-sphere uniform float3 direction; #ifdef MSAA_OPTIMIZATION #ifdef GBUFFER_OPTIMIZATION float4 main ( float4 tc:TEXCOORD0, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target #else float4 main ( float4 tc:TEXCOORD0, uint iSample : SV_SAMPLEINDEX ) : SV_Target #endif #else #ifdef GBUFFER_OPTIMIZATION float4 main ( float4 tc:TEXCOORD0, float4 pos2d : SV_Position ) : SV_Target #else float4 main ( float4 tc:TEXCOORD0 ) : SV_Target #endif #endif { // float4 _P = tex2Dproj (s_position, tc); // float4 _N = tex2Dproj (s_normal, tc); float2 tcProj = tc.xy / tc.w; gbuffer_data gbd = gbuffer_load_data( GLD_P(tcProj, pos2d, ISAMPLE) ); //float4 _P = s_position.Sample( smp_nofilter, tcProj ); //float4 _N = s_normal.Sample( smp_nofilter, tcProj ); float4 _P = float4( gbd.P, gbd.mtl ); float4 _N = float4( gbd.N, gbd.hemi ); float3 L2P = _P.xyz - Ldynamic_pos.xyz; // light2point float3 L2P_N = normalize ( L2P ); // light2point float rsqr = dot ( L2P, L2P ); // distance 2 light (squared) float att = saturate ( 1 - rsqr*Ldynamic_pos.w );// q-linear attenuate float light = saturate ( dot( -L2P_N, _N.xyz ) ); float hemi = saturate ( dot( L2P_N, direction ) ); // Final color return blendp( float4( Ldynamic_color.xyz * att * light * hemi, 0 ), tc ); }