CodeWalker/CodeWalker.Shaders/DirLightPS.hlsl

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HLSL
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#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;
}