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39 lines
1.0 KiB
HLSL
39 lines
1.0 KiB
HLSL
#include "LightPS.hlsli"
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Texture2D DepthTex : register(t0);
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Texture2D DiffuseTex : register(t2);
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Texture2D NormalTex : register(t3);
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Texture2D SpecularTex : register(t4);
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Texture2D 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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float4 main(VS_Output input) : SV_TARGET
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{
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uint3 ssloc = uint3(input.Pos.xy, 0); //pixel location
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float depth = DepthTex.Load(ssloc).r;
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if (depth == 0) discard; //no existing pixel rendered here
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float4 diffuse = DiffuseTex.Load(ssloc);
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float4 normal = NormalTex.Load(ssloc);
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float4 specular = SpecularTex.Load(ssloc);
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float4 irradiance = IrradianceTex.Load(ssloc);
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float4 spos = float4(input.Screen.xy/input.Screen.w, depth, 1);
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float4 cpos = mul(spos, 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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float4 lcol = DeferredLight(camRel, norm, diffuse, specular, irradiance);
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if (lcol.a <= 0) discard;
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return lcol;
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}
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