mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-23 23:42:53 +08:00
49 lines
1.3 KiB
HLSL
49 lines
1.3 KiB
HLSL
|
#include "LightPS.hlsli"
|
||
|
|
||
|
|
||
|
Texture2D DepthTex : register(t0);
|
||
|
Texture2D DiffuseTex : register(t2);
|
||
|
Texture2D NormalTex : register(t3);
|
||
|
Texture2D SpecularTex : register(t4);
|
||
|
Texture2D IrradianceTex : register(t5);
|
||
|
|
||
|
struct VS_Output
|
||
|
{
|
||
|
float4 Pos : SV_POSITION;
|
||
|
float4 Screen : TEXCOORD0;
|
||
|
};
|
||
|
|
||
|
PS_OUTPUT main(VS_Output input)
|
||
|
{
|
||
|
uint3 ssloc = uint3(input.Pos.xy, 0); //pixel location
|
||
|
float depth = DepthTex.Load(ssloc).r;
|
||
|
if (depth == 0) discard; //no existing pixel rendered here
|
||
|
|
||
|
float4 diffuse = DiffuseTex.Load(ssloc);
|
||
|
float4 normal = NormalTex.Load(ssloc);
|
||
|
float4 specular = SpecularTex.Load(ssloc);
|
||
|
float4 irradiance = IrradianceTex.Load(ssloc);
|
||
|
|
||
|
PS_OUTPUT output;
|
||
|
output.Depth = input.Pos.z;
|
||
|
|
||
|
switch (RenderMode)
|
||
|
{
|
||
|
case 5: output.Colour = float4(diffuse.rgb, 1); return output;
|
||
|
case 6: output.Colour = float4(normal.rgb, 1); return output;
|
||
|
case 7: output.Colour = float4(specular.rgb, 1); return output;
|
||
|
}
|
||
|
|
||
|
float4 spos = float4(input.Screen.xy/input.Screen.w, depth, 1);
|
||
|
float4 cpos = mul(spos, ViewProjInv);
|
||
|
float3 camRel = cpos.xyz * (1/cpos.w);
|
||
|
float3 norm = normal.xyz * 2 - 1;
|
||
|
|
||
|
float3 c = DeferredDirectionalLight(camRel, norm, diffuse, specular, irradiance);
|
||
|
|
||
|
output.Colour = float4(c, 1);
|
||
|
output.Depth = depth;
|
||
|
return output;
|
||
|
}
|
||
|
|