mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-30 10:52:55 +08:00
54 lines
1.4 KiB
HLSL
54 lines
1.4 KiB
HLSL
|
#include "LightPS.hlsli"
|
||
|
|
||
|
|
||
|
Texture2DMS<float> DepthTex : register(t0);
|
||
|
Texture2DMS<float4> DiffuseTex : register(t2);
|
||
|
Texture2DMS<float4> NormalTex : register(t3);
|
||
|
Texture2DMS<float4> SpecularTex : register(t4);
|
||
|
Texture2DMS<float4> IrradianceTex : register(t5);
|
||
|
|
||
|
struct VS_Output
|
||
|
{
|
||
|
float4 Pos : SV_POSITION;
|
||
|
float4 Screen : TEXCOORD0;
|
||
|
uint IID : SV_INSTANCEID;
|
||
|
};
|
||
|
|
||
|
float4 main(VS_Output input) : SV_TARGET
|
||
|
{
|
||
|
uint2 ssloc = uint2(input.Pos.xy); //pixel location
|
||
|
float2 spos = float2(input.Screen.xy / input.Screen.w);
|
||
|
float4 c = 0;
|
||
|
float d = 0;
|
||
|
int sc = min(SampleCount, 8);
|
||
|
|
||
|
[unroll]
|
||
|
for (int i = 0; i < sc; i++)
|
||
|
{
|
||
|
float depth = DepthTex.Load(ssloc, i);
|
||
|
if (depth == 0) continue; //no existing subpixel rendered here
|
||
|
|
||
|
float4 diffuse = DiffuseTex.Load(ssloc, i);
|
||
|
float4 normal = NormalTex.Load(ssloc, i);
|
||
|
float4 specular = SpecularTex.Load(ssloc, i);
|
||
|
float4 irradiance = IrradianceTex.Load(ssloc, i);
|
||
|
|
||
|
float4 cpos = mul(float4(spos, depth, 1), ViewProjInv);
|
||
|
float3 camRel = cpos.xyz * (1 / cpos.w);
|
||
|
float3 norm = normal.xyz * 2 - 1;
|
||
|
|
||
|
float4 colour = DeferredLODLight(camRel, norm, diffuse, specular, irradiance, input.IID);
|
||
|
|
||
|
c += colour;
|
||
|
d += depth;
|
||
|
}
|
||
|
|
||
|
c *= SampleMult;
|
||
|
d *= SampleMult;
|
||
|
|
||
|
if (d <= 0) discard;
|
||
|
|
||
|
return c;
|
||
|
}
|
||
|
|