www.pudn.com > 3dwind2.0.rar > LightMaterial_ps.hlsl
/******************************************************************************
Copyright (c) W.J. van der Laan
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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;