#include "common.h" #include "shadow.h" struct v2p { float3 lightToPos : TEXCOORD0; // light center to plane vector float3 vPos : TEXCOORD1; // position in camera space half fDensity : TEXCOORD2; // plane density alon Z axis // half2 tNoise : TEXCOORD3; // projective noise }; uniform float4 m_lmap [2]; uniform sampler2D s_noise; #define USE_LMAP #define USE_LMAPXFORM #define USE_SHADOW ////////////////////////////////////////////////////////////////////////////////////////// // Pixel half4 main ( v2p I ) : COLOR { // ----- shadow float4 P4 = half4(I.vPos, 1); float4 PS = mul( m_shadow, P4); half s = 1.h; #ifdef USE_SHADOW // #ifdef USE_SJITTER // s = shadowtest (PS,tcJ); // #else s = shadow(PS); // #endif #endif // ----- lightmap half4 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); // #endif // ----- attenuate half rsqr = dot( I.lightToPos, I.lightToPos); // distance 2 light (squared) half att = saturate( 1 - rsqr * Ldynamic_pos.w ); // q-linear attenuate //half att = saturate( 1 - (rsqr * Ldynamic_pos.w)*(rsqr * Ldynamic_pos.w) ); // q-linear attenuate //half att = 10*(1/(1+0.1*rsqr)); //half att = 1.0h/rsqr; //half att = 1.0h/rsqr-Ldynamic_pos.w; //half att = 5*(sqrt(1.0h/rsqr)-sqrt(Ldynamic_pos.w)); // ----- noise PS.xy /= PS.w; half time = timers.z*0.1; PS.xy /= 3; PS.x += time; half4 t_noise = tex2D(s_noise,PS); PS.x -= time; PS.y -= time*0.70091; t_noise *= tex2D(s_noise,PS); //t_noise *= 4; t_noise = t_noise*0.5+0.5; // out //half maxIntens = 1.0h/100.0h; //half maxIntens = 1.0h/40.0h; //half maxIntens = 1.0h/10.0h; half maxIntens = I.fDensity; half3 result = maxIntens * s * att; result *= lightmap; result *= Ldynamic_color * t_noise; // result = maxIntens; // result *= lightmap; // result = 0.1h; // result = 0.0h; return half4( result, 0); }