76 lines
1.8 KiB
HLSL
76 lines
1.8 KiB
HLSL
Texture2D<float4> Texture : register(t0, space2);
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SamplerState Sampler : register(s0, space2);
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cbuffer Uniforms : register(b0, space3)
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{
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float time;
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float3 viewPos;
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};
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// from learnopengl.com
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float3 BlinnPhong(float3 normal, float3 fragPos, float3 lightPos, float3 lightColor)
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{
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// diffuse parameter
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float3 lightDir = normalize(lightPos - fragPos);
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float diff = max(dot(lightDir, normal), 0.0);
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float3 diffuse = diff * lightColor;
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// specular parameter
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float3 viewDir = normalize(fragPos - viewPos);
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float3 reflectDir = reflect(-lightDir, normal);
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float spec = 0.0;
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float3 halfwayDir = normalize(lightDir + viewDir);
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spec = pow(max(dot(normal, halfwayDir), 0.0), 30.0);
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float3 specular = spec * lightColor * 2;
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// attenuation
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float maxDist = 5;
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float cutoff1 = 2;
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float cutoff2 = 4;
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float cutoffFactor = 0.5;
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float dist = length(lightPos - fragPos);
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float attenuation = 1.0 / (dist * 2);
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if (dist > cutoff1)
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{
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attenuation *= cutoffFactor;
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}
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if (dist > cutoff2)
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{
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attenuation *= cutoffFactor;
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}
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if (dist > maxDist)
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{
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attenuation = 0;
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}
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diffuse *= attenuation;
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specular *= attenuation;
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return diffuse + specular;
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//return lightColor * 100 * attenuation;
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}
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float4 main(
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float2 UV : TEXCOORD0,
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float3 WorldPos: TEXCOORD1,
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float3 Normal: TEXCOORD2
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) : SV_Target0
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{
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float3 lightPos = float3(0, 20 + -4, -5);
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float3 lightColor = float3(0.8, 0.8, 0.5);
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float3 ambient = float3(0.01, 0.01, 0.003) * 0.2;
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float4 s = Texture.Sample(Sampler, UV);
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float alpha = s.w;
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float3 col = s.xyz;
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float3 c2 = col * ambient + col * BlinnPhong(Normal, WorldPos, lightPos, lightColor);
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float4 rv = float4(pow(c2, 1.0 / 2.2), alpha);
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return rv;
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}
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