///////////// // GLOBALS // ///////////// Texture2D shaderTexture1 : register(t0); Texture2D shaderTexture2 : register(t1); SamplerState SampleType : register(s0); cbuffer LightBuffer { float4 diffuseColor; float3 lightDirection; float padding; }; ////////////// // TYPEDEFS // ////////////// struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 tangent : TANGENT; float3 binormal : BINORMAL; }; //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 NormalMapPixelShader(PixelInputType input) : SV_TARGET { float4 textureColor; float4 bumpMap; float3 bumpNormal; float3 lightDir; float lightIntensity; float4 color; // Sample the pixel color from the color texture at this location. textureColor = shaderTexture1.Sample(SampleType, input.tex); // Sample the pixel from the normal map. bumpMap = shaderTexture2.Sample(SampleType, input.tex); // Expand the range of the normal value from (0, +1) to (-1, +1). bumpMap = (bumpMap * 2.0f) - 1.0f; // Calculate the normal from the data in the normal map. bumpNormal = (bumpMap.x * input.tangent) + (bumpMap.y * input.binormal) + (bumpMap.z * input.normal); // Normalize the resulting bump normal. bumpNormal = normalize(bumpNormal); // Invert the light direction for calculations. lightDir = -lightDirection; // Calculate the amount of light on this pixel based on the normal map value. lightIntensity = saturate(dot(bumpNormal, lightDir)); // Determine the final amount of diffuse color based on the diffuse color combined with the light intensity. color = saturate(diffuseColor * lightIntensity); // Combine the final light color with the texture color. color = color * textureColor; return color; }