anx.framework/shader/DX10/EnvironmentMap.fx

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// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
uniform extern float4x4 WorldViewProj;
uniform extern float3 EnvironmentMapSpecular;
uniform extern float FresnelFactor;
uniform extern float EnvironmentMapAmount;
uniform extern float4 DiffuseColor;
uniform extern float3 EmissiveColor;
uniform extern float3 DirLight0Direction;
uniform extern float3 DirLight0DiffuseColor;
uniform extern float3 DirLight1Direction;
uniform extern float3 DirLight1DiffuseColor;
uniform extern float3 DirLight2Direction;
uniform extern float3 DirLight2DiffuseColor;
uniform extern float3 EyePosition;
uniform extern float3 FogColor;
uniform extern float4 FogVector;
uniform extern float4x4 World;
uniform extern float3x3 WorldInverseTranspose;
Texture2D<float4> Texture : register(t0);
sampler TextureSampler : register(s0);
textureCUBE EnvironmentMap : register(t1);
sampler EnvironmentMapSampler : register(s1);
struct VSInput
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
};
struct VSOutput
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float2 TexCoord : TEXCOORD0;
float3 EnvCoord : TEXCOORD1;
float4 PositionPS : SV_Position;
};
struct PSInput
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float2 TexCoord : TEXCOORD0;
float3 EnvCoord : TEXCOORD1;
};
float ComputeFresnelFactor(float3 eyeVector, float3 worldNormal)
{
float viewAngle = dot(eyeVector, worldNormal);
return pow(max(1 - abs(viewAngle), 0), FresnelFactor) * EnvironmentMapAmount;
}
float3 ComputeLights(float3 eyeVector, float3 worldNormal, uniform int numLights)
{
float3x3 lightDirections = 0;
float3x3 lightDiffuse = 0;
[unroll]
for (int i = 0; i < numLights; i++)
{
lightDirections[i] = float3x3(DirLight0Direction, DirLight1Direction, DirLight2Direction)[i];
lightDiffuse[i] = float3x3(DirLight0DiffuseColor, DirLight1DiffuseColor, DirLight2DiffuseColor)[i];
}
float3 dotL = mul(-lightDirections, worldNormal);
float3 zeroL = step(0, dotL);
float3 diffuse = zeroL * dotL;
return mul(diffuse, lightDiffuse) * DiffuseColor.rgb + EmissiveColor;
}
VSOutput ComputeEnvMapVSOutput(VSInput input, uniform bool useFresnel, uniform int numLights)
{
VSOutput output;
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
float3 lightDiffuse = ComputeLights(eyeVector, worldNormal, numLights);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightDiffuse, DiffuseColor.a);
if (useFresnel)
output.Specular.rgb = ComputeFresnelFactor(eyeVector, worldNormal);
else
output.Specular.rgb = EnvironmentMapAmount;
output.Specular.a = saturate(dot(input.Position, FogVector));
output.TexCoord = input.TexCoord;
output.EnvCoord = reflect(-eyeVector, worldNormal);
return output;
}
VSOutput VSEnvMap(VSInput input)
{
return ComputeEnvMapVSOutput(input, false, 3);
}
VSOutput VSEnvMapFresnel(VSInput input)
{
return ComputeEnvMapVSOutput(input, true, 3);
}
VSOutput VSEnvMapOneLight(VSInput input)
{
return ComputeEnvMapVSOutput(input, false, 1);
}
VSOutput VSEnvMapOneLightFresnel(VSInput input)
{
return ComputeEnvMapVSOutput(input, true, 1);
}
float4 PSEnvMap(PSInput input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
float4 envmap = EnvironmentMap.Sample(EnvironmentMapSampler, input.EnvCoord) * color.a;
color.rgb = lerp(color.rgb, envmap.rgb, input.Specular.rgb);
color.rgb = lerp(color.rgb, FogColor * color.a, input.Specular.w);
return color;
}
float4 PSEnvMapNoFog(PSInput input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
float4 envmap = EnvironmentMap.Sample(EnvironmentMapSampler, input.EnvCoord) * color.a;
color.rgb = lerp(color.rgb, envmap.rgb, input.Specular.rgb);
return color;
}
float4 PSEnvMapSpecular(PSInput input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
float4 envmap = EnvironmentMap.Sample(EnvironmentMapSampler, input.EnvCoord) * color.a;
color.rgb = lerp(color.rgb, envmap.rgb, input.Specular.rgb);
color.rgb += EnvironmentMapSpecular * envmap.a;
color.rgb = lerp(color.rgb, FogColor * color.a, input.Specular.w);
return color;
}
float4 PSEnvMapSpecularNoFog(PSInput input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
float4 envmap = EnvironmentMap.Sample(EnvironmentMapSampler, input.EnvCoord) * color.a;
color.rgb = lerp(color.rgb, envmap.rgb, input.Specular.rgb);
color.rgb += EnvironmentMapSpecular * envmap.a;
return color;
}
technique10 EnvironmentMapEffect
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMap()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMap()));
}
}
technique10 EnvironmentMapEffectNoFog
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMap()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMapNoFog()));
}
}
technique10 EnvironmentMapEffectFresnel
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMapFresnel()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMap()));
}
}
technique10 EnvironmentMapEffectFresnelNoFog
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMapFresnel()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMapNoFog()));
}
}
technique10 EnvironmentMapEffectSpecular
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMap()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMapSpecular()));
}
}
technique10 EnvironmentMapEffectSpecularNoFog
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMap()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMapSpecularNoFog()));
}
}
technique10 EnvironmentMapEffectFresnelSpecular
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMapFresnel()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMapSpecular()));
}
}
technique10 EnvironmentMapEffectFresnelSpecularNoFog
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMapFresnel()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMapSpecularNoFog()));
}
}
// One Light techniques
technique10 EnvironmentMapEffectOneLight
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMapOneLight()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMap()));
}
}
technique10 EnvironmentMapEffectNoFogOneLight
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMapOneLight()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMapNoFog()));
}
}
technique10 EnvironmentMapEffectFresnelOneLight
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMapOneLightFresnel()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMap()));
}
}
technique10 EnvironmentMapEffectFresnelNoFogOneLight
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMapOneLightFresnel()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMapNoFog()));
}
}
technique10 EnvironmentMapEffectSpecularOneLight
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMapOneLight()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMapSpecular()));
}
}
technique10 EnvironmentMapEffectSpecularNoFogOneLight
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMapOneLight()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMapSpecularNoFog()));
}
}
technique10 EnvironmentMapEffectFresnelSpecularOneLight
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMapOneLightFresnel()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMapSpecular()));
}
}
technique10 EnvironmentMapEffectFresnelSpecularNoFogOneLight
{
pass EnvironmentMap
{
SetVertexShader(CompileShader(vs_4_0, VSEnvMapOneLightFresnel()));
SetPixelShader(CompileShader(ps_4_0, PSEnvMapSpecularNoFog()));
}
}