DX11PixelShader.hlsl 4.5 KB

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  1. /////////////
  2. // GLOBALS //
  3. /////////////
  4. Texture2D shaderTexture : register(t0);
  5. SamplerState SampleType;
  6. // The position of the kamera
  7. cbuffer Kamera : register(b0)
  8. {
  9. float4 kPosition;
  10. }
  11. // these values should sum up to 1
  12. cbuffer Material : register(b1)
  13. {
  14. float ambientFactor;
  15. float diffusFactor;
  16. float specularFactor;
  17. };
  18. cbuffer LightCount : register(b2)
  19. {
  20. int diffuseLightCount;
  21. int pointLightCount;
  22. }
  23. // lights
  24. struct DiffuseLight
  25. {
  26. float3 direction;
  27. float3 color;
  28. };
  29. struct PointLight
  30. {
  31. float3 position;
  32. float3 color;
  33. float radius;
  34. };
  35. cbuffer TexturEffect : register(b3)
  36. {
  37. bool effectEnabled;
  38. float effectPercentage;
  39. };
  40. StructuredBuffer< DiffuseLight > difuseLights : register(t1);
  41. StructuredBuffer< PointLight > pointLights : register(t2);
  42. Texture2D additionalTexture : register(t3);
  43. //////////////
  44. // TYPEDEFS //
  45. //////////////
  46. struct PixelInputType
  47. {
  48. float4 worldPos : POSITION;
  49. float4 position : SV_POSITION;
  50. float2 tex : TEXCOORD0;
  51. float3 normal : TEXCOORD1;
  52. };
  53. ////////////////////////////////////////////////////////////////////////////////
  54. // Pixel Shader
  55. ////////////////////////////////////////////////////////////////////////////////
  56. float4 TexturePixelShader( PixelInputType input ) : SV_TARGET
  57. {
  58. float3 diffuseLight = float3(0, 0, 0);
  59. float3 specularLight = float3(0, 0, 0);
  60. for( int j = 0; j < diffuseLightCount; j++ )
  61. {
  62. if( dot( input.normal, -difuseLights[ j ].direction ) < 0 )
  63. continue;
  64. diffuseLight += difuseLights[ j ].color * dot( input.normal, -difuseLights[ j ].direction );
  65. }
  66. for( int i = 0; i < pointLightCount; i++ )
  67. {
  68. float3 lightDir = pointLights[ i ].position - input.worldPos.xyz;
  69. float factor;
  70. if( length( lightDir ) < 1 )
  71. factor = 1;
  72. else
  73. factor = pointLights[ i ].radius / length( lightDir );
  74. float f = dot( input.normal, normalize( lightDir ) );
  75. if( f > 0 )
  76. {
  77. diffuseLight += pointLights[ i ].color * f * factor;
  78. f = dot( normalize( reflect( normalize( -lightDir ), input.normal ) ), normalize( kPosition.xyz - input.worldPos.xyz ) );
  79. if( f > 0 )
  80. specularLight += pointLights[ i ].color * f * factor;
  81. }
  82. }
  83. //if (!(diffuseLight.x >= 0 && diffuseLight.x <= 1))
  84. // diffuseLight.x = 0;
  85. float4 materialColor = shaderTexture.Sample( SampleType, input.tex );
  86. if( effectEnabled )
  87. {
  88. 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 );
  89. if( dist < effectPercentage )
  90. {
  91. float alphaMultiplier = (effectPercentage - dist) / 0.2f;
  92. if( alphaMultiplier > 1 )
  93. alphaMultiplier = 1.f;
  94. float4 effectColor = additionalTexture.Sample( SampleType, input.tex );
  95. materialColor = effectColor * (effectColor.a * alphaMultiplier) + materialColor * (1 - effectColor.a * alphaMultiplier);
  96. }
  97. }
  98. float4 textureColor = saturate( (materialColor * ambientFactor) + (float4(diffuseLight.x, diffuseLight.y, diffuseLight.z, 0) * diffusFactor) + (float4(specularLight.x, specularLight.y, specularLight.z, 0) * specularFactor) );
  99. textureColor.a = materialColor.a;
  100. if( isnan( diffuseLight.x * diffusFactor ) )
  101. textureColor = materialColor;
  102. return textureColor;
  103. //return textureColor;
  104. //if (diffusFactor == 0)
  105. // return float4(1, 1, 0, 1);
  106. /*if (isnan(diffuseLight.x) || isnan(diffusFactor) || isinf(diffuseLight.x) || isinf(-diffuseLight.x))
  107. return float4(0, 1, 1, 1);
  108. if (isnan(diffuseLight.x - diffuseLight.x) && isnan(diffuseLight.x * diffusFactor) )
  109. return float4(1, 1, 1, 1);
  110. if ((diffuseLight.x * diffusFactor) != 0 && (diffuseLight.x * diffusFactor) != -0)
  111. return float4(0, 0, 1, 1);
  112. return float4(0, 1, 0, 1);*/
  113. }