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- /////////////
- // 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;
- }
- // lights
- struct DiffuseLight
- {
- float3 direction;
- float3 color;
- };
- struct PointLight
- {
- float3 position;
- float3 color;
- float radius;
- };
- StructuredBuffer< DiffuseLight > difuseLights : register( t1 );
- StructuredBuffer< PointLight > pointLights : register( t2 );
- //////////////
- // TYPEDEFS //
- //////////////
- struct PixelInputType
- {
- float4 worldPos : POSITION;
- float4 position : SV_POSITION;
- float2 tex : TEXCOORD0;
- float3 normal : TEXCOORD1;
- };
- ////////////////////////////////////////////////////////////////////////////////
- // Pixel Shader
- ////////////////////////////////////////////////////////////////////////////////
- float4 TexturePixelShader( PixelInputType input ) : SV_TARGET
- {
- float3 diffuseLight = float3( 0, 0, 0 );
- float3 specularLight = float3( 0, 0, 0 );
- 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 );
- 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);*/
- }
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