Texture2D Texture : register(t0, space2); SamplerState Sampler : register(s0, space2); Texture2D DirectionalShadowDepthMap : register(t1, space2); SamplerState DirectionalShadowSampler : register(s1, space2); cbuffer Uniforms : register(b0, space3) { float4 viewPos; float4 lightPosition; float4 directionalLight; float4 directionalLightColor; float2 screenSize; float time; }; // from learnopengl.com float3 BlinnPhong(float3 normal, float3 fragPos, float3 lightPos, float3 lightColor) { float dist = length(lightPos - fragPos); // attenuation float maxDist = 15; float cutoff1 = 2; float cutoff2 = 4; float cutoffFactor = 0.5; float attenuation = 1.0 / (dist * dist); if (dist > cutoff1) { attenuation *= cutoffFactor; } if (dist > cutoff2) { attenuation *= cutoffFactor; } if (dist > maxDist) { attenuation = 0; } if (attenuation > 1.0) { attenuation = 1.0; } if(length(normal) < 0.1) { return fragPos * lightColor * attenuation; } // diffuse parameter float3 lightDir = normalize(lightPos - fragPos); float diff = max(dot(lightDir, normal), 0.0); float3 diffuse = diff * lightColor; // specular parameter float3 viewDir = normalize(fragPos - viewPos.xyz); float3 reflectDir = reflect(-lightDir, normal); float spec = 0.0; float3 halfwayDir = normalize(lightDir + viewDir); spec = pow(max(dot(normal, halfwayDir), 0.0), 30.0); float3 specular = spec * lightColor * 2; diffuse *= attenuation; specular *= attenuation; return diffuse + specular; //return lightColor * 100 * attenuation; } float shadowCalculation(float3 fragPos, float4 DirectionalShadowFragPos) { float3 shadowProjection = DirectionalShadowFragPos.xyz / DirectionalShadowFragPos.w; shadowProjection = shadowProjection * 0.5 + 0.5 ; shadowProjection.x = shadowProjection.x; float2 uv = shadowProjection.xy; uv.y = -uv.y; float depthSample = DirectionalShadowDepthMap.Sample(DirectionalShadowSampler, uv); float fragDepth = DirectionalShadowFragPos.z; float bias = 0.005; float shadow = fragDepth - bias > depthSample ? 1.0 : 0.0; return shadow; } float3 DirectionalLight(float3 normal, float3 fragPos, float4 DirectionalShadowFragPos) { float3 lightDir = directionalLight.xyz; float diff = max(dot(lightDir, normal), 0.0); float3 diffuse = diff * directionalLightColor.xyz; // specular parameter float3 viewDir = normalize(fragPos - viewPos.xyz); float3 reflectDir = reflect(-lightDir, normal); float spec = 0.0; float3 halfwayDir = normalize(lightDir + viewDir); spec = pow(max(dot(normal, halfwayDir), 0.0), 30.0); float3 specular = spec * directionalLightColor.xyz * 2; // shadow mapping diffuse = diffuse * (1.0 - shadowCalculation(fragPos, DirectionalShadowFragPos)); return diffuse; } float4 main( float4 ScreenPosition: SV_POSITION, float2 UV : TEXCOORD0, float3 WorldPos: TEXCOORD1, float3 Normal: TEXCOORD2, float4 DirectionalShadowFragPos: TEXCOORD3 ) : SV_Target0 { float4 s = Texture.Sample(Sampler, UV); float alpha = s.w; if(alpha < 0.01) { discard; } float3 lightPos = lightPosition.xyz; //+ float3(0, 20, 0); float3 lightColor = float3(0.8, 0.8, 0.5); float3 ambient = float3(0.1,0.1,0.1); float3 col = s.xyz; float3 c2 = col * ambient + col * BlinnPhong(Normal, WorldPos, lightPos, lightColor) + col * DirectionalLight(Normal, WorldPos, DirectionalShadowFragPos); float4 rv = float4(pow(c2, 1.0 / 2.2), alpha); // === debug bone zone // float3 shadowProjection = DirectionalShadowFragPos.xyz / DirectionalShadowFragPos.w; // shadowProjection = shadowProjection * 0.5 + 0.5 ; // shadowProjection.x = shadowProjection.x; // float2 uv = shadowProjection.xy; // uv.y = -uv.y; // float depthSample = DirectionalShadowDepthMap.Sample(DirectionalShadowSampler, uv); // float fragDepth = shadowProjection.z; // float t = DirectionalShadowFragPos.z; // t = depthSample; // rv = float4(t, t, t, 1.0); // rv.x = rv.x + lightPos.x * 0.0001; return rv; }