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54 lines
1.4 KiB
HLSL
54 lines
1.4 KiB
HLSL
#include "LightPS.hlsli"
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Texture2DMS<float> DepthTex : register(t0);
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Texture2DMS<float4> DiffuseTex : register(t2);
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Texture2DMS<float4> NormalTex : register(t3);
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Texture2DMS<float4> SpecularTex : register(t4);
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Texture2DMS<float4> 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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uint IID : SV_INSTANCEID;
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};
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float4 main(VS_Output input) : SV_TARGET
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{
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uint2 ssloc = uint2(input.Pos.xy); //pixel location
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float2 spos = float2(input.Screen.xy / input.Screen.w);
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float4 c = 0;
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float d = 0;
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int sc = min(SampleCount, 8);
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[unroll]
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for (int i = 0; i < sc; i++)
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{
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float depth = DepthTex.Load(ssloc, i);
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if (depth == 0) continue; //no existing subpixel rendered here
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float4 diffuse = DiffuseTex.Load(ssloc, i);
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float4 normal = NormalTex.Load(ssloc, i);
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float4 specular = SpecularTex.Load(ssloc, i);
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float4 irradiance = IrradianceTex.Load(ssloc, i);
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float4 cpos = mul(float4(spos, depth, 1), 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 colour = DeferredLODLight(camRel, norm, diffuse, specular, irradiance, input.IID);
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c += colour;
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d += depth;
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}
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c *= SampleMult;
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d *= SampleMult;
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if (d <= 0) discard;
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return c;
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}
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