93 lines
2.9 KiB
PostScript
93 lines
2.9 KiB
PostScript
/////////////
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// GLOBALS //
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/////////////
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Texture2D shaderTexture1 : register(t0);
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Texture2D shaderTexture2 : register(t1);
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Texture2D shaderTexture3 : register(t2);
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SamplerState SampleType : register(s0);
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cbuffer LightBuffer
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{
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float4 diffuseColor;
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float4 specularColor;
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float specularPower;
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float3 lightDirection;
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};
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//////////////
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// TYPEDEFS //
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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 tangent : TANGENT;
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float3 binormal : BINORMAL;
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float3 viewDirection : TEXCOORD1;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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float4 SpecMapPixelShader(PixelInputType input) : SV_TARGET
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{
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float4 textureColor;
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float4 bumpMap;
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float3 bumpNormal;
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float3 lightDir;
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float lightIntensity;
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float4 color;
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float4 specularIntensity;
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float3 reflection;
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float4 specular;
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// Sample the pixel color from the color texture at this location.
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textureColor = shaderTexture1.Sample(SampleType, input.tex);
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// Sample the pixel from the normal map.
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bumpMap = shaderTexture2.Sample(SampleType, input.tex);
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// Expand the range of the normal value from (0, +1) to (-1, +1).
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bumpMap = (bumpMap * 2.0f) - 1.0f;
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// Calculate the normal from the data in the normal map.
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bumpNormal = (bumpMap.x * input.tangent) + (bumpMap.y * input.binormal) + (bumpMap.z * input.normal);
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// Normalize the resulting bump normal.
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bumpNormal = normalize(bumpNormal);
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// Invert the light direction for calculations.
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lightDir = -lightDirection;
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// Calculate the amount of light on this pixel based on the normal map value.
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lightIntensity = saturate(dot(bumpNormal, lightDir));
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// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
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color = saturate(diffuseColor * lightIntensity);
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// Combine the final light color with the texture color.
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color = color * textureColor;
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if(lightIntensity > 0.0f)
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{
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// Sample the pixel from the specular map texture.
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specularIntensity = shaderTexture3.Sample(SampleType, input.tex);
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// Calculate the reflection vector based on the light intensity, normal vector, and light direction.
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reflection = normalize(2 * lightIntensity * bumpNormal - lightDir);
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// Determine the amount of specular light based on the reflection vector, viewing direction, and specular power.
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specular = pow(saturate(dot(reflection, input.viewDirection)), specularPower);
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// Use the specular map to determine the intensity of specular light at this pixel.
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specular = specular * specularIntensity;
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// Add the specular component last to the output color.
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color = saturate(color + specular);
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}
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return color;
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} |