#include "common.hlsli" #include "lmodel.hlsli" #include "shadow.hlsli" ////////////////////////////////////////////////////////////////////////////////////////// // 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) : COLOR { float4 _P = tex2Dproj(s_position, tc); float4 _N = tex2Dproj(s_normal, tc); _P.xyz += normalize(_N.xyz) * 0.025f; 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, 1.0f); float4 PS = mul(m_shadow, P4); float s = 1.0f; #ifdef USE_SHADOW s = shadow(PS); #endif // ----- lightmap float4 lightmap = 1.0f; #ifdef USE_LMAP #ifdef USE_LMAPXFORM PS.x = dot(P4, m_lmap[0]); PS.y = dot(P4, m_lmap[1]); #endif lightmap = tex2Dlod(s_lmap, float4(PS.xy / PS.w, 0.0f, 0.0f)); // #endif return blendp(Ldynamic_color * light * s * lightmap, tc); }