43 lines
No EOL
1.5 KiB
PostScript
43 lines
No EOL
1.5 KiB
PostScript
#include "common.h"
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#include "lmodel.h"
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//////////////////////////////////////////////////////////////////////////////////////////
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// Pixel
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// Note: this is a float-sphere
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uniform float3 direction;
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#ifdef MSAA_OPTIMIZATION
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#ifdef GBUFFER_OPTIMIZATION
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float4 main ( float4 tc:TEXCOORD0, float4 pos2d : SV_Position, uint iSample : SV_SAMPLEINDEX ) : SV_Target
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#else
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float4 main ( float4 tc:TEXCOORD0, 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 ( float4 tc:TEXCOORD0, float4 pos2d : SV_Position ) : SV_Target
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#else
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float4 main ( float4 tc:TEXCOORD0 ) : 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 = tc.xy / tc.w;
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gbuffer_data gbd = gbuffer_load_data( GLD_P(tcProj, pos2d, ISAMPLE) );
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//float4 _P = s_position.Sample( smp_nofilter, tcProj );
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//float4 _N = s_normal.Sample( smp_nofilter, tcProj );
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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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float3 L2P = _P.xyz - Ldynamic_pos.xyz; // light2point
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float3 L2P_N = normalize ( L2P ); // light2point
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float rsqr = dot ( L2P, L2P ); // distance 2 light (squared)
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float att = saturate ( 1 - rsqr*Ldynamic_pos.w );// q-linear attenuate
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float light = saturate ( dot( -L2P_N, _N.xyz ) );
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float hemi = saturate ( dot( L2P_N, direction ) );
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// Final color
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return blendp( float4( Ldynamic_color.xyz * att * light * hemi, 0 ), tc );
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} |