cnq3/code/renderer/hlsl/dl.hlsl
myT 85583acc9c dynamic lights apply to even more surfaces and have a nicer fall-off
- ditched vertex colors (not wanted) and alpha tests (not needed) in the shaders
- using a Bezier fall-off to get much softer edges
- added no-depth-write transparent surfaces support by adjusting the depth test
- multiplying the diffuse texture's color by its alpha in non-opaque passes
- fixed triangle rejection based on cull type and normal direction
- reflecting normals in shaders to support two-sided surfaces
- rejecting surfaces with no diffuse stage or bad blend states as early as possible
- liquids get lit weaker than other surfaces
2020-02-21 08:26:12 +01:00

103 lines
2.9 KiB
HLSL

/*
===========================================================================
Copyright (C) 2019 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 <https://www.gnu.org/licenses/>.
===========================================================================
*/
// dynamic light vertex and pixel shaders
cbuffer VertexShaderBuffer
{
matrix modelViewMatrix;
matrix projectionMatrix;
float4 clipPlane;
float4 osLightPos;
float4 osEyePos;
};
struct VIn
{
float4 position : POSITION;
float4 normal : NORMAL;
float2 texCoords : TEXCOORD0;
};
struct VOut
{
float4 position : SV_Position;
float3 normal : NORMAL;
float2 texCoords : TEXCOORD0;
float3 osLightVec : TEXCOORD1;
float3 osEyeVec : TEXCOORD2;
float clipDist : SV_ClipDistance0;
};
VOut vs_main(VIn input)
{
float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1));
VOut output;
output.position = mul(projectionMatrix, positionVS);
output.normal = input.normal.xyz;
output.texCoords = input.texCoords;
output.osLightVec = osLightPos.xyz - input.position.xyz;
output.osEyeVec = osEyePos.xyz - input.position.xyz;
output.clipDist = dot(positionVS, clipPlane);
return output;
}
cbuffer PixelShaderBuffer
{
float3 lightColor;
float lightRadius;
float opaque;
float intensity;
float dummy[2];
};
Texture2D texture0 : register(t0);
SamplerState sampler0 : register(s0);
float BezierEase(float t)
{
return t * t * (3.0 - 2.0 * t);
}
float4 ps_main(VOut input) : SV_TARGET
{
float4 base = texture0.Sample(sampler0, input.texCoords);
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) * lightRadius, 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;
}