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68 lines
1.8 KiB
HLSL
68 lines
1.8 KiB
HLSL
#include "Common.hlsli"
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struct LODLight
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{
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float3 Position;
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uint Colour;
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float3 Direction;
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uint TimeAndStateFlags;
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float4 TangentX;
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float4 TangentY;
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float Falloff;
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float FalloffExponent;
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float InnerAngle; //for cone
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float OuterAngleOrCapExt; //outer angle for cone, cap extent for capsule
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};
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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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uint IID : SV_INSTANCEID;
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};
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cbuffer VSLightVars : register(b0)
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{
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float4x4 ViewProj;
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float4 CameraPos;
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uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
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uint IsLOD; //useful or not?
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uint Pad0;
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uint Pad1;
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}
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StructuredBuffer<LODLight> LODLights : register(t0);
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VS_Output main(float4 ipos : POSITION, uint iid : SV_InstanceID)
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{
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LODLight lodlight = LODLights[iid];
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float extent = lodlight.Falloff;
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float3 opos = 0;
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if (LightType == 1)//point (sphere)
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{
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opos = ipos.xyz * extent;
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}
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else if (LightType == 2)//spot (cone)
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{
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float arads = lodlight.OuterAngleOrCapExt;
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float3 tpos = (ipos.xyz * sin(arads)) + float3(0, 0, ipos.w * cos(arads));
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float3 cpos = ((ipos.w>0) ? normalize(tpos) : tpos) * extent;
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opos = (cpos.x * lodlight.TangentX.xyz) + (cpos.y * lodlight.TangentY.xyz) + (cpos.z * lodlight.Direction.xyz);
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}
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else if (LightType == 4)//capsule
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{
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float3 cpos = ipos.xyz * extent;
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cpos.y += (ipos.w * 2 - 1) * lodlight.OuterAngleOrCapExt;
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opos = (cpos.x * lodlight.TangentX.xyz) + (cpos.y * lodlight.Direction.xyz) + (cpos.z * lodlight.TangentY.xyz);
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}
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opos += (lodlight.Position - CameraPos.xyz);
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float4 spos = mul(float4(opos, 1), ViewProj);
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VS_Output output;
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output.Pos = spos;
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output.Screen = spos;
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output.IID = iid;
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return output;
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}
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