/* =========================================================================== Copyright (C) 2019-2023 Gian 'myT' Schellenbaum This file is part of Challenge Quake 3 (CNQ3). Challenge Quake 3 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Challenge Quake 3 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Challenge Quake 3. If not, see . =========================================================================== */ // dynamic light shader #if VERTEX_SHADER struct VIn { float3 position : POSITION; float3 normal : NORMAL; float2 texCoords : TEXCOORD0; float4 color : COLOR0; }; #endif struct VOut { float4 position : SV_Position; float3 normal : NORMAL; float2 texCoords : TEXCOORD0; float4 color : COLOR0; float3 osLightVec : TEXCOORD1; float3 osEyeVec : TEXCOORD2; }; #if VERTEX_SHADER cbuffer RootConstants { matrix modelViewMatrix; matrix projectionMatrix; float4 osLightPos; float4 osEyePos; }; VOut vs(VIn input) { float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1)); VOut output; output.position = mul(projectionMatrix, positionVS); output.normal = input.normal; output.texCoords = input.texCoords; output.color = input.color; output.osLightVec = osLightPos.xyz - input.position.xyz; output.osEyeVec = osEyePos.xyz - input.position.xyz; return output; } #endif #if PIXEL_SHADER #include "shared.hlsli" cbuffer RootConstants { uint4 stageIndices; // low 16 = texture, high 16 = sampler float3 color; float recSqrRadius; // 1 / (r * r) float greyscale; float intensity; float opaque; }; Texture2D textures2D[4096] : register(t0); SamplerState samplers[96] : register(s0); float BezierEase(float t) { return t * t * (3.0 - 2.0 * t); } [earlydepthstencil] float4 ps(VOut input) : SV_Target { // fetch data uint textureIndex = stageIndices.x & 0xFFFF; uint samplerIndex = stageIndices.x >> 16; float lightRecSqrRadius = recSqrRadius; float3 lightColor = color; float4 baseColored = input.color * textures2D[textureIndex].Sample(samplers[samplerIndex], input.texCoords); float4 base = MakeGreyscale(baseColored, greyscale); float3 nL = normalize(input.osLightVec); // normalized object-space light vector float3 nV = normalize(input.osEyeVec); // normalized object-space view vector float3 nN = input.normal; // normalized object-space normal vector // light intensity float intensFactor = min(dot(input.osLightVec, input.osLightVec) * lightRecSqrRadius, 1.0); float3 intens = lightColor * BezierEase(1.0 - sqrt(intensFactor)); // specular reflection term (N.H) float specFactor = min(abs(dot(nN, normalize(nL + nV))), 1.0); float spec = pow(specFactor, 16.0) * 0.25; // Lambertian diffuse reflection term (N.L) float diffuse = min(abs(dot(nN, nL)), 1.0); float3 color = (base.rgb * diffuse.rrr + spec.rrr) * intens * intensity; float alpha = lerp(opaque, 1.0, base.a); float4 final = float4(color.rgb * alpha, alpha); return final; } #endif