mirror of
https://bitbucket.org/CPMADevs/cnq3
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128 lines
3.3 KiB
HLSL
128 lines
3.3 KiB
HLSL
/*
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===========================================================================
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Copyright (C) 2019-2023 Gian 'myT' Schellenbaum
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This file is part of Challenge Quake 3 (CNQ3).
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Challenge Quake 3 is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Challenge Quake 3 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
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===========================================================================
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*/
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// dynamic light shader
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#if VERTEX_SHADER
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struct VIn
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{
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float3 position : POSITION;
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float3 normal : NORMAL;
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float2 texCoords : TEXCOORD0;
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float4 color : COLOR0;
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};
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#endif
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struct VOut
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{
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float4 position : SV_Position;
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float3 normal : NORMAL;
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float2 texCoords : TEXCOORD0;
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float4 color : COLOR0;
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float3 osLightVec : TEXCOORD1;
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float3 osEyeVec : TEXCOORD2;
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};
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#if VERTEX_SHADER
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cbuffer RootConstants
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{
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matrix modelViewMatrix;
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matrix projectionMatrix;
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float4 osLightPos;
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float4 osEyePos;
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};
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VOut vs(VIn input)
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{
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float4 positionVS = mul(modelViewMatrix, float4(input.position.xyz, 1));
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VOut output;
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output.position = mul(projectionMatrix, positionVS);
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output.normal = input.normal;
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output.texCoords = input.texCoords;
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output.color = input.color;
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output.osLightVec = osLightPos.xyz - input.position.xyz;
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output.osEyeVec = osEyePos.xyz - input.position.xyz;
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return output;
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}
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#endif
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#if PIXEL_SHADER
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#include "shared.hlsli"
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cbuffer RootConstants
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{
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uint4 stageIndices; // low 16 = texture, high 16 = sampler
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float3 color;
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float recSqrRadius; // 1 / (r * r)
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float greyscale;
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float intensity;
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float opaque;
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};
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Texture2D textures2D[4096] : register(t0);
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SamplerState samplers[96] : register(s0);
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float BezierEase(float t)
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{
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return t * t * (3.0 - 2.0 * t);
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}
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[earlydepthstencil]
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float4 ps(VOut input) : SV_Target
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{
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// fetch data
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uint textureIndex = stageIndices.x & 0xFFFF;
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uint samplerIndex = stageIndices.x >> 16;
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float lightRecSqrRadius = recSqrRadius;
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float3 lightColor = color;
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float4 baseColored = input.color * textures2D[textureIndex].Sample(samplers[samplerIndex], input.texCoords);
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float4 base = MakeGreyscale(baseColored, greyscale);
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float3 nL = normalize(input.osLightVec); // normalized object-space light vector
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float3 nV = normalize(input.osEyeVec); // normalized object-space view vector
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float3 nN = input.normal; // normalized object-space normal vector
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// light intensity
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float intensFactor = min(dot(input.osLightVec, input.osLightVec) * lightRecSqrRadius, 1.0);
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float3 intens = lightColor * BezierEase(1.0 - sqrt(intensFactor));
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// specular reflection term (N.H)
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float specFactor = min(abs(dot(nN, normalize(nL + nV))), 1.0);
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float spec = pow(specFactor, 16.0) * 0.25;
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// Lambertian diffuse reflection term (N.L)
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float diffuse = min(abs(dot(nN, nL)), 1.0);
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float3 color = (base.rgb * diffuse.rrr + spec.rrr) * intens * intensity;
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float alpha = lerp(opaque, 1.0, base.a);
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float4 final = float4(color.rgb * alpha, alpha);
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return final;
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}
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#endif
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