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67 lines
1.7 KiB
HLSL
67 lines
1.7 KiB
HLSL
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#include "LightPS.hlsli"
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Texture2DMS<float> DepthTex : register(t0);
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Texture2DMS<float4> DiffuseTex : register(t2);
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Texture2DMS<float4> NormalTex : register(t3);
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Texture2DMS<float4> SpecularTex : register(t4);
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Texture2DMS<float4> IrradianceTex : register(t5);
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struct VS_Output
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{
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float4 Pos : SV_POSITION;
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float4 Screen : TEXCOORD0;
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};
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PS_OUTPUT main(VS_Output input)
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{
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//switch (RenderMode)
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//{
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// case 5: c += diffuse.rgb; break;
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// case 6: c += normal.rgb; break;
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// case 7: c += specular.rgb; break;
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//}
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uint2 ssloc = uint2(input.Pos.xy); //pixel location
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float2 spos = float2(input.Screen.xy / input.Screen.w);
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float3 c = 0;
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float d = 0;
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float a = 0;
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int sc = min(SampleCount, 8);
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[unroll]
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for (int i = 0; i < sc; i++)
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{
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float depth = DepthTex.Load(ssloc, i);
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if (depth == 0) continue; //no existing subpixel rendered here
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float4 diffuse = DiffuseTex.Load(ssloc, i);
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float4 normal = NormalTex.Load(ssloc, i);
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float4 specular = SpecularTex.Load(ssloc, i);
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float4 irradiance = IrradianceTex.Load(ssloc, i);
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float4 cpos = mul(float4(spos, depth, 1), ViewProjInv);
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float3 camRel = cpos.xyz * (1 / cpos.w);
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float3 norm = normal.xyz * 2 - 1;
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float3 colour = DeferredDirectionalLight(camRel, norm, diffuse, specular, irradiance);
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c += colour;
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d += depth;
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a += 1;
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}
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c *= SampleMult;
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d *= SampleMult;
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a *= SampleMult;
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if (d <= 0) discard;
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PS_OUTPUT output;
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output.Colour = float4(c, a);
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output.Depth = d;
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return output;
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}
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