CodeWalker/CodeWalker.Shaders/LightVS.hlsl
2019-12-05 03:40:52 +11:00

69 lines
1.7 KiB
HLSL

#include "Common.hlsli"
struct VS_Output
{
float4 Pos : SV_POSITION;
float4 Screen : TEXCOORD0;
};
cbuffer VSLightVars : register(b0)
{
float4x4 ViewProj;
float4 CameraPos;
uint LightType; //0=directional, 1=Point, 2=Spot, 4=Capsule
uint IsLOD; //useful or not?
uint Pad0;
uint Pad1;
}
cbuffer VSLightInstVars : register(b1)
{
float3 InstPosition;//camera relative
float InstIntensity;
float3 InstColour;
float InstFalloff;
float3 InstDirection;
float InstFalloffExponent;
float3 InstTangentX;
float InstConeInnerAngle;
float3 InstTangentY;
float InstConeOuterAngle;
float3 InstCapsuleExtent;
uint InstType;
float3 InstCullingPlaneNormal;
float InstCullingPlaneOffset;
}
VS_Output main(float4 ipos : POSITION, uint iid : SV_InstanceID)
{
float3 opos = 0;
float extent = InstFalloff;
if (InstType == 1)//point (sphere)
{
opos = ipos.xyz * extent;
}
else if (InstType == 2)//spot (cone)
{
float arads = InstConeOuterAngle * 0.01745329 * 0.5; // deg -> rad
float3 cpos = ipos.xyz * (tan(arads) * extent);
cpos.y += ipos.w * extent;
opos = (cpos.x * InstTangentX) + (cpos.y * InstDirection) + (cpos.z * InstTangentY);
}
else if (InstType == 4)//capsule
{
float3 cpos = ipos.xyz * extent;
cpos += InstCapsuleExtent * (ipos.w * 2 - 1) * 0.1;
opos = (cpos.x * InstTangentX.xyz) + (cpos.y * InstDirection.xyz) + (cpos.z * InstTangentY.xyz);
}
float4 spos = mul(float4(opos + InstPosition, 1), ViewProj);
VS_Output output;
output.Pos = spos;
output.Screen = spos;
return output;
}