85 lines
2.1 KiB
GLSL
85 lines
2.1 KiB
GLSL
/////////////
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// DEFINES //
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/////////////
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#define NUM_LIGHTS 4
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/////////////
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// GLOBALS //
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/////////////
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cbuffer MatrixBuffer
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{
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matrix worldMatrix;
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matrix viewMatrix;
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matrix projectionMatrix;
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};
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cbuffer CameraBuffer
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{
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float3 cameraPosition;
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float padding;
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};
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cbuffer LightPositionBuffer
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{
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float4 lightPosition[NUM_LIGHTS];
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};
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//////////////
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// TYPEDEFS //
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//////////////
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struct VertexInputType
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{
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float4 position : POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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};
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struct PixelInputType
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{
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float4 position : SV_POSITION;
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float2 tex : TEXCOORD0;
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float3 normal : NORMAL;
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float3 lightPos[NUM_LIGHTS] : TEXCOORD1;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Vertex Shader
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////////////////////////////////////////////////////////////////////////////////
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PixelInputType LightVertexShader(VertexInputType input)
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{
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PixelInputType output;
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float4 worldPosition;
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int i;
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// Change the position vector to be 4 units for proper matrix calculations.
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input.position.w = 1.0f;
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// Calculate the position of the vertex against the world, view, and projection matrices.
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output.position = mul(input.position, worldMatrix);
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output.position = mul(output.position, viewMatrix);
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output.position = mul(output.position, projectionMatrix);
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// Store the texture coordinates for the pixel shader.
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output.tex = input.tex;
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// Calculate the normal vector against the world matrix only.
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output.normal = mul(input.normal, (float3x3)worldMatrix);
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// Normalize the normal vector.
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output.normal = normalize(output.normal);
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// Calculate the position of the vertex in the world.
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worldPosition = mul(input.position, worldMatrix);
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for(i=0; i<NUM_LIGHTS; i++)
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{
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// Determine the light positions based on the position of the lights and the position of the vertex in the world.
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output.lightPos[i] = lightPosition[i].xyz - worldPosition.xyz;
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// Normalize the light position vectors.
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output.lightPos[i] = normalize(output.lightPos[i]);
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}
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return output;
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} |