mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-22 23:12:59 +08:00
67 lines
1.7 KiB
HLSL
67 lines
1.7 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;
|
|
};
|
|
|
|
PS_OUTPUT main(VS_Output input)
|
|
{
|
|
|
|
//switch (RenderMode)
|
|
//{
|
|
// case 5: c += diffuse.rgb; break;
|
|
// case 6: c += normal.rgb; break;
|
|
// case 7: c += specular.rgb; break;
|
|
//}
|
|
|
|
uint2 ssloc = uint2(input.Pos.xy); //pixel location
|
|
float2 spos = float2(input.Screen.xy / input.Screen.w);
|
|
float3 c = 0;
|
|
float d = 0;
|
|
float a = 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;
|
|
|
|
float3 colour = DeferredDirectionalLight(camRel, norm, diffuse, specular, irradiance);
|
|
|
|
c += colour;
|
|
d += depth;
|
|
a += 1;
|
|
}
|
|
|
|
c *= SampleMult;
|
|
d *= SampleMult;
|
|
a *= SampleMult;
|
|
|
|
if (d <= 0) discard;
|
|
|
|
PS_OUTPUT output;
|
|
output.Colour = float4(c, a);
|
|
output.Depth = d;
|
|
return output;
|
|
}
|
|
|