www.pudn.com > 3dwind2.0.rar > LightMaterial_ps.hlsl


/******************************************************************************  
Copyright (c) W.J. van der Laan  
  
Permission is hereby granted, free of charge, to any person obtaining a copy of   
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The above copyright notice and this permission notice shall be included in all copies   
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PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT   
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******************************************************************************/  
/** Deferred shading framework  
	// W.J. :wumpus: van der Laan 2005 //  
	  
	Post shader: Light geometry material  
*/  
sampler Tex0: register(s0);  
sampler Tex1: register(s1);  
  
float4x4 worldView;  
  
// Attributes of light  
float4 lightDiffuseColor;  
float4 lightSpecularColor;  
float4 lightFalloff;  
  
float4 main(float2 texCoord: TEXCOORD0, float3 projCoord: TEXCOORD1) : COLOR   
{  
	float4 a0 = tex2D(Tex0, texCoord); // Attribute 0: Diffuse color+shininess  
    float4 a1 = tex2D(Tex1, texCoord); // Attribute 1: Normal+depth  
  
    // Attributes  
    float3 colour = a0.rgb;  
    float alpha = a0.a;		// Specularity  
    float distance = a1.w;  // Distance from viewer (w)  
    float3 normal = a1.xyz;  
  
	// Calculate position of texel in view space  
    float3 position = projCoord*distance;  
	  
	// Extract position in view space from worldView matrix  
	float3 lightPos = float3(worldView[0][3],worldView[1][3],worldView[2][3]);  
	  
    // Calculate light direction and distance  
    float3 lightVec = lightPos - position;  
    float len_sq = dot(lightVec, lightVec);  
    float len = sqrt(len_sq);  
    float3 lightDir = lightVec/len;  
      
    /// Calculate attenuation      
    float attenuation = dot(lightFalloff, float3(1, len, len_sq));  
      
    /// Calculate diffuse colour  
    float3 light_diffuse = max(0,dot(lightDir, normal)) * lightDiffuseColor;  
      
    /// Calculate specular component  
    float3 viewDir = -normalize(position);  
    float3 h = normalize(viewDir + lightDir);  
    float3 light_specular = pow(dot(normal, h),32) * lightSpecularColor;  
      
    // Calcalate total lighting for this fragment  
    float3 total_light_contrib;  
    total_light_contrib = light_diffuse;  
	// Uncomment next line if specular desired  
	//total_light_contrib += alpha * light_specular;  
	  
    return float4(total_light_contrib*colour/attenuation, 0);  
}  
// Debugging only  
    //return lightDiffuseColor;  
    //return lightDiffuseColor/attenuation;  
    //return float4(abs(position-position2),0);  
    //return length(lightPos-position)/1000.0;  
    //return float4(abs(lightPos-lightPos2),0);  
    //return float4(lightPos-position,0);  
    //return float4(-global.position/1000.0f,0);  
    //return float4(global.position/1000.0,0);  
    ///return float4(lightPos[0], lightPos[1], -lightPos[2], 0)/1000.0f;  
    //return lightDiffuseColor*a0.xyzw/2;