///////////// // GLOBALS // ///////////// Texture2D shaderTexture : register(t0); SamplerState SampleType; // The position of the kamera cbuffer Kamera : register(b0) { float4 kPosition; } // these values should sum up to 1 cbuffer Material : register(b1) { float ambientFactor; float diffusFactor; float specularFactor; }; cbuffer LightCount : register(b2) { int diffuseLightCount; int pointLightCount; int effectCount; } // lights struct DiffuseLight { float3 direction; float3 color; }; struct PointLight { float3 position; float3 color; float radius; }; cbuffer TexturEffect : register(b3) { bool effectEnabled; float effectPercentage; }; StructuredBuffer< DiffuseLight > difuseLights : register(t1); StructuredBuffer< PointLight > pointLights : register(t2); Texture2D additionalTexture : register(t3); ////////////// // TYPEDEFS // ////////////// struct PixelInputType { float4 worldPos : POSITION; float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : TEXCOORD1; float4 light : TEXCOORD2; }; //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 TexturePixelShader(PixelInputType input) : SV_TARGET { float3 diffuseLight = float3(0, 0, 0); float3 specularLight = float3(0, 0, 0); if (input.light.w > 0) { diffuseLight = input.light.xyz; } else { for (int j = 0; j < diffuseLightCount; j++) { if (dot(input.normal, -difuseLights[j].direction) < 0) continue; diffuseLight += difuseLights[j].color * dot(input.normal, -difuseLights[j].direction); } for (int i = 0; i < pointLightCount; i++) { float3 lightDir = pointLights[i].position - input.worldPos.xyz; float factor; if (length(lightDir) < 1) factor = 1; else factor = pointLights[i].radius / length(lightDir); float f = dot(input.normal, normalize(lightDir)); if (f > 0) { diffuseLight += pointLights[i].color * f * factor; f = dot(normalize(reflect(normalize(-lightDir), input.normal)), normalize(kPosition.xyz - input.worldPos.xyz)); if (f > 0) specularLight += pointLights[i].color * f * factor; } } } //if (!(diffuseLight.x >= 0 && diffuseLight.x <= 1)) // diffuseLight.x = 0; float4 materialColor = shaderTexture.Sample(SampleType, input.tex); if (effectEnabled) { float dist = sqrt((input.tex.x - 0.5f) * (input.tex.x - 0.5f) + (input.tex.y - 0.5f) * (input.tex.y - 0.5f)) / sqrt(0.5f); if (dist < effectPercentage) { float alphaMultiplier = (effectPercentage - dist) / 0.2f; if (alphaMultiplier > 1) alphaMultiplier = 1.f; float4 effectColor = additionalTexture.Sample(SampleType, input.tex); materialColor = effectColor * (effectColor.a * alphaMultiplier) + materialColor * (1 - effectColor.a * alphaMultiplier); } } float4 textureColor = saturate((materialColor * ambientFactor) + (float4(diffuseLight.x, diffuseLight.y, diffuseLight.z, 0) * diffusFactor) + (float4(specularLight.x, specularLight.y, specularLight.z, 0) * specularFactor)); textureColor.a = materialColor.a; if (isnan(diffuseLight.x * diffusFactor)) textureColor = materialColor; return textureColor; //return textureColor; //if (diffusFactor == 0) // return float4(1, 1, 0, 1); /*if (isnan(diffuseLight.x) || isnan(diffusFactor) || isinf(diffuseLight.x) || isinf(-diffuseLight.x)) return float4(0, 1, 1, 1); if (isnan(diffuseLight.x - diffuseLight.x) && isnan(diffuseLight.x * diffusFactor) ) return float4(1, 1, 1, 1); if ((diffuseLight.x * diffusFactor) != 0 && (diffuseLight.x * diffusFactor) != -0) return float4(0, 0, 1, 1); return float4(0, 1, 0, 1);*/ }