461 lines
14 KiB
HLSL

// 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 float4 DiffuseColor;
uniform extern float3 EmissiveColor;
uniform extern float3 SpecularColor;
uniform extern float SpecularPower;
uniform extern float3 DirLight0Direction;
uniform extern float3 DirLight0DiffuseColor;
uniform extern float3 DirLight0SpecularColor;
uniform extern float3 DirLight1Direction;
uniform extern float3 DirLight1DiffuseColor;
uniform extern float3 DirLight1SpecularColor;
uniform extern float3 DirLight2Direction;
uniform extern float3 DirLight2DiffuseColor;
uniform extern float3 DirLight2SpecularColor;
uniform extern float3 EyePosition;
uniform extern float3 FogColor;
uniform extern float4 FogVector;
uniform extern float4x4 World;
uniform extern float3x3 WorldInverseTranspose;
uniform extern float4x3 Bones[72];
Texture2D<float4> Texture : register(t0);
sampler TextureSampler : register(s0);
struct VSInputNmTxWeights
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
int4 Indices : BLENDINDICES0;
float4 Weights : BLENDWEIGHT0;
};
struct VSOutputTx
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float2 TexCoord : TEXCOORD0;
float4 PositionPS : SV_Position;
};
struct VSOutputPixelLightingTx
{
float2 TexCoord : TEXCOORD0;
float4 PositionWS : TEXCOORD1;
float3 NormalWS : TEXCOORD2;
float4 Diffuse : COLOR0;
float4 PositionPS : SV_Position;
};
struct PSInputTx
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float2 TexCoord : TEXCOORD0;
};
struct PSInputPixelLightingTx
{
float2 TexCoord : TEXCOORD0;
float4 PositionWS : TEXCOORD1;
float3 NormalWS : TEXCOORD2;
float4 Diffuse : COLOR0;
};
struct ColorPair
{
float3 Diffuse;
float3 Specular;
};
void Skin(inout VSInputNmTxWeights input, uniform int boneCount)
{
float4x3 skinning = 0;
[unroll]
for (int i = 0; i < boneCount; i++)
{
skinning += Bones[input.Indices[i]] * input.Weights[i];
}
input.Position.xyz = mul(input.Position, skinning);
input.Normal = mul(input.Normal, (float3x3)skinning);
}
ColorPair ComputeLights(float3 eyeVector, float3 worldNormal, uniform int numLights)
{
float3x3 lightDirections = 0;
float3x3 lightDiffuse = 0;
float3x3 lightSpecular = 0;
float3x3 halfVectors = 0;
[unroll]
for (int i = 0; i < numLights; i++)
{
lightDirections[i] = float3x3(DirLight0Direction, DirLight1Direction, DirLight2Direction) [i];
lightDiffuse[i] = float3x3(DirLight0DiffuseColor, DirLight1DiffuseColor, DirLight2DiffuseColor) [i];
lightSpecular[i] = float3x3(DirLight0SpecularColor, DirLight1SpecularColor, DirLight2SpecularColor)[i];
halfVectors[i] = normalize(eyeVector - lightDirections[i]);
}
float3 dotL = mul(-lightDirections, worldNormal);
float3 dotH = mul(halfVectors, worldNormal);
float3 zeroL = step(0, dotL);
float3 diffuse = zeroL * dotL;
float3 specular = pow(max(dotH, 0) * zeroL, SpecularPower);
ColorPair result;
result.Diffuse = mul(diffuse, lightDiffuse) * DiffuseColor.rgb + EmissiveColor;
result.Specular = mul(specular, lightSpecular) * SpecularColor;
return result;
}
VSOutputTx VSSkinnedVertexLightingOneBone(VSInputNmTxWeights input)
{
VSOutputTx output;
Skin(input, 1);
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a);
output.Specular = float4(lightResult.Specular, saturate(dot(input.Position, FogVector)));
output.TexCoord = input.TexCoord;
return output;
}
VSOutputTx VSSkinnedVertexLightingTwoBones(VSInputNmTxWeights input)
{
VSOutputTx output;
Skin(input, 2);
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a);
output.Specular = float4(lightResult.Specular, saturate(dot(input.Position, FogVector)));
output.TexCoord = input.TexCoord;
return output;
}
VSOutputTx VSSkinnedVertexLightingFourBones(VSInputNmTxWeights input)
{
VSOutputTx output;
Skin(input, 4);
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a);
output.Specular = float4(lightResult.Specular, saturate(dot(input.Position, FogVector)));
output.TexCoord = input.TexCoord;
return output;
}
VSOutputTx VSSkinnedOneLightOneBone(VSInputNmTxWeights input)
{
VSOutputTx output;
Skin(input, 1);
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 1);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a);
output.Specular = float4(lightResult.Specular, saturate(dot(input.Position, FogVector)));
output.TexCoord = input.TexCoord;
return output;
}
VSOutputTx VSSkinnedOneLightTwoBones(VSInputNmTxWeights input)
{
VSOutputTx output;
Skin(input, 2);
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 1);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a);
output.Specular = float4(lightResult.Specular, saturate(dot(input.Position, FogVector)));
output.TexCoord = input.TexCoord;
return output;
}
VSOutputTx VSSkinnedOneLightFourBones(VSInputNmTxWeights input)
{
VSOutputTx output;
Skin(input, 4);
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 1);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a);
output.Specular = float4(lightResult.Specular, saturate(dot(input.Position, FogVector)));
output.TexCoord = input.TexCoord;
return output;
}
VSOutputPixelLightingTx VSSkinnedPixelLightingOneBone(VSInputNmTxWeights input)
{
VSOutputPixelLightingTx output;
Skin(input, 1);
output.PositionPS = mul(input.Position, WorldViewProj);
output.PositionWS = float4(mul(input.Position, World).xyz, saturate(dot(input.Position, FogVector)));
output.NormalWS = normalize(mul(input.Normal, WorldInverseTranspose));
output.Diffuse = float4(1, 1, 1, DiffuseColor.a);
output.TexCoord = input.TexCoord;
return output;
}
VSOutputPixelLightingTx VSSkinnedPixelLightingTwoBones(VSInputNmTxWeights input)
{
VSOutputPixelLightingTx output;
Skin(input, 2);
output.PositionPS = mul(input.Position, WorldViewProj);
output.PositionWS = float4(mul(input.Position, World).xyz, saturate(dot(input.Position, FogVector)));
output.NormalWS = normalize(mul(input.Normal, WorldInverseTranspose));
output.Diffuse = float4(1, 1, 1, DiffuseColor.a);
output.TexCoord = input.TexCoord;
return output;
}
VSOutputPixelLightingTx VSSkinnedPixelLightingFourBones(VSInputNmTxWeights input)
{
VSOutputPixelLightingTx output;
Skin(input, 4);
output.PositionPS = mul(input.Position, WorldViewProj);
output.PositionWS = float4(mul(input.Position, World).xyz, saturate(dot(input.Position, FogVector)));
output.NormalWS = normalize(mul(input.Normal, WorldInverseTranspose));
output.Diffuse = float4(1, 1, 1, DiffuseColor.a);
output.TexCoord = input.TexCoord;
return output;
}
float4 PSSkinnedVertexLighting(PSInputTx input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
color.rgb += input.Specular.rgb * color.a;
color.rgb = lerp(color.rgb, FogColor * color.a, input.Specular.w);
return color;
}
float4 PSSkinnedVertexLightingNoFog(PSInputTx input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
color.rgb += input.Specular.rgb * color.a;
return color;
}
float4 PSSkinnedPixelLighting(PSInputPixelLightingTx input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
float3 eyeVector = normalize(EyePosition - input.PositionWS.xyz);
float3 worldNormal = normalize(input.NormalWS);
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
color.rgb *= lightResult.Diffuse;
color.rgb += lightResult.Specular * color.a;
color.rgb = lerp(color.rgb, FogColor * color.a, input.PositionWS.w);
return color;
}
technique10 OneBoneVertexLighting
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedVertexLightingOneBone()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedVertexLighting()));
}
}
technique10 OneBoneVertexLightingNoFog
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedVertexLightingOneBone()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedVertexLightingNoFog()));
}
}
technique10 TwoBonesVertexLighting
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedVertexLightingTwoBones()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedVertexLighting()));
}
}
technique10 TwoBonesVertexLightingNoFog
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedVertexLightingTwoBones()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedVertexLightingNoFog()));
}
}
technique10 FourBonesVertexLighting
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedVertexLightingFourBones()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedVertexLighting()));
}
}
technique10 FourBonesVertexLightingNoFog
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedVertexLightingFourBones()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedVertexLightingNoFog()));
}
}
technique10 OneBoneOneLight
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedOneLightOneBone()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedVertexLighting()));
}
}
technique10 OneBoneOneLightNoFog
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedOneLightOneBone()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedVertexLightingNoFog()));
}
}
technique10 TwoBonesOneLight
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedOneLightTwoBones()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedVertexLighting()));
}
}
technique10 TwoBonesOneLightNoFog
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedOneLightTwoBones()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedVertexLightingNoFog()));
}
}
technique10 FourBonesOneLight
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedOneLightFourBones()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedVertexLighting()));
}
}
technique10 FourBonesOneLightNoFog
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedOneLightFourBones()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedVertexLightingNoFog()));
}
}
technique10 OneBonePixelLighting
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedPixelLightingOneBone()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedPixelLighting()));
}
}
technique10 OneBonePixelLightingNoFog
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedPixelLightingOneBone()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedPixelLighting()));
}
}
technique10 TwoBonesPixelLighting
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedPixelLightingTwoBones()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedPixelLighting()));
}
}
technique10 TwoBonesPixelLightingNoFog
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedPixelLightingTwoBones()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedPixelLighting()));
}
}
technique10 FourBonesPixelLighting
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedPixelLightingFourBones()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedPixelLighting()));
}
}
technique10 FourBonesPixelLightingNoFog
{
pass Skinned
{
SetVertexShader(CompileShader(vs_4_0, VSSkinnedPixelLightingFourBones()));
SetPixelShader(CompileShader(ps_4_0, PSSkinnedPixelLighting()));
}
}