78 lines
2.7 KiB
PostScript
78 lines
2.7 KiB
PostScript
#include "common.h"
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#include "lmodel.h"
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#include "shadow.h"
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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 float4 m_lmap [2] ;
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//float4 main( float4 tc : TEXCOORD0, float4 tcJ : TEXCOORD1 ) : SV_Target
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#ifdef MSAA_OPTIMIZATION
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#ifdef GBUFFER_OPTIMIZATION
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float4 main( p_volume I, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main( p_volume I, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#endif
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#else
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#ifdef GBUFFER_OPTIMIZATION
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float4 main( p_volume I, float4 pos2d : SV_Position ) : SV_Target
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#else
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float4 main( p_volume I ) : SV_Target
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#endif
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#endif
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{
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// float4 _P = tex2Dproj (s_position, tc);
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// float4 _N = tex2Dproj (s_normal, tc);
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float2 tcProj = I.tc.xy / I.tc.w;
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gbuffer_data gbd = gbuffer_load_data( GLD_P(tcProj, pos2d, ISAMPLE) );
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#ifdef GBUFFER_OPTIMIZATION
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// Emulate virtual offset
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gbd.P += gbd.N*0.015f;
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#endif // GBUFFER_OPTIMIZATION
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float4 _P = float4( gbd.P, gbd.mtl );
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float4 _N = float4( gbd.N, gbd.hemi );
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float m = xmaterial ;
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# ifndef USE_R2_STATIC_SUN
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m = _P.w ;
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# endif
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// ----- light-model
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float rsqr;
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float4 light = plight_local( m, _P, _N, Ldynamic_pos, Ldynamic_pos.w, rsqr );
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// ----- shadow
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float4 P4 = float4( _P.x, _P.y, _P.z, 1);
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float4 PS = mul( m_shadow, P4 );
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float s = 1.h;
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#ifdef USE_SHADOW
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#ifdef USE_SJITTER
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s = shadowtest( PS, I.tcJ );
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#else
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s = shadow( PS );
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#endif
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#endif
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// ----- lightmap
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float4 lightmap= 1.h;
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#ifdef USE_LMAP
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#ifdef USE_LMAPXFORM
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PS.x = dot( P4, m_lmap[0] );
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PS.y = dot( P4, m_lmap[1] );
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#endif
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//lightmap= tex2Dproj (s_lmap, PS); //
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// Can use linear with mip point
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lightmap = s_lmap.Sample( smp_rtlinear, PS.xy / PS.w ); //
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#endif
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return blendp ( Ldynamic_color * light * s * lightmap, I.tc );
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}
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