mirror of
https://mirror.ghproxy.com/https://github.com/dexyfex/CodeWalker
synced 2024-11-29 18:32:55 +08:00
102 lines
2.5 KiB
HLSL
102 lines
2.5 KiB
HLSL
#include "Shadowmap.hlsli"
|
|
|
|
Texture2D<float4> Colourmap : register(t0);
|
|
SamplerState TextureSS : register(s0);
|
|
|
|
|
|
cbuffer PSSceneVars : register(b0)
|
|
{
|
|
ShaderGlobalLightParams GlobalLights;
|
|
uint EnableShadows;
|
|
uint RenderMode;//0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct
|
|
uint RenderModeIndex;
|
|
uint RenderSamplerCoord;
|
|
}
|
|
cbuffer PSGeomVars : register(b2)
|
|
{
|
|
uint EnableTexture;
|
|
uint EnableTint;
|
|
uint Pad100;
|
|
uint Pad101;
|
|
}
|
|
|
|
|
|
struct VS_OUTPUT
|
|
{
|
|
float4 Position : SV_POSITION;
|
|
float3 Normal : NORMAL;
|
|
float2 Texcoord0 : TEXCOORD0;
|
|
float2 Texcoord1 : TEXCOORD1;
|
|
float2 Texcoord2 : TEXCOORD2;
|
|
float4 Shadows : TEXCOORD3;
|
|
float4 LightShadow : TEXCOORD4;
|
|
float4 Colour0 : COLOR0;
|
|
float4 Colour1 : COLOR1;
|
|
float4 Tint : COLOR2;
|
|
float4 Tangent : TANGENT;
|
|
};
|
|
|
|
|
|
|
|
float4 main(VS_OUTPUT input) : SV_TARGET
|
|
{
|
|
float4 c = float4(0.2, 0.2, 0.2, 1);
|
|
if (EnableTexture == 1)
|
|
{
|
|
float2 texc = input.Texcoord0;
|
|
if (RenderMode >= 5)
|
|
{
|
|
if (RenderSamplerCoord == 2) texc = input.Texcoord1;
|
|
else if (RenderSamplerCoord == 3) texc = input.Texcoord2;
|
|
}
|
|
|
|
c = Colourmap.Sample(TextureSS, texc);
|
|
//c = Depthmap.SampleLevel(DepthmapSS, input.Texcoord, 0); c.a = 1;
|
|
//if ((IsDecal == 0) && (c.a <= 0.33)) discard;
|
|
//if ((IsDecal == 1) && (c.a <= 0.0)) discard;
|
|
//if(IsDecal==0) c.a = 1;
|
|
c.a = 1;
|
|
}
|
|
//else //if(RenderMode!=8)//
|
|
//{
|
|
// c = float4(input.Colour0.rgb, 1);
|
|
//}
|
|
if (EnableTint > 0)
|
|
{
|
|
c.rgb *= input.Tint.rgb;
|
|
}
|
|
//if (IsDecal == 1)
|
|
//{
|
|
// c.a *= input.Colour0.a;
|
|
//}
|
|
|
|
float3 norm = normalize(input.Normal);
|
|
|
|
if (RenderMode == 1) //normals
|
|
{
|
|
c.rgb = norm*0.5+0.5;
|
|
}
|
|
else if (RenderMode == 2) //tangents
|
|
{
|
|
c.rgb = normalize(input.Tangent.rgb)*0.5+0.5;
|
|
}
|
|
else if (RenderMode == 3) //colours
|
|
{
|
|
c.rgb = input.Colour0.rgb;
|
|
if (RenderModeIndex == 2) c.rgb = input.Colour1.rgb;
|
|
}
|
|
else if (RenderMode == 4) //texcoords
|
|
{
|
|
c.rgb = float3(input.Texcoord0, 0);
|
|
if (RenderModeIndex == 2) c.rgb = float3(input.Texcoord1, 0);
|
|
if (RenderModeIndex == 3) c.rgb = float3(input.Texcoord2, 0);
|
|
}
|
|
|
|
|
|
|
|
c.rgb = FullLighting(c.rgb, 0, norm, input.Colour0, GlobalLights, EnableShadows, input.Shadows.x, input.LightShadow);
|
|
|
|
c.a = saturate(c.a);
|
|
|
|
return c;
|
|
} |