Minor update - Sunlight shader
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@@ -6,10 +6,8 @@ SamplerState SampleType : register(s0);
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cbuffer SunLightBuffer
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{
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float4 ambientColor;
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float4 diffuseColor;
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float3 lightDirection;
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float padding;
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float specularPower;
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float4 specularColor;
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};
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cbuffer SunLightColorBuffer
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@@ -17,7 +15,6 @@ cbuffer SunLightColorBuffer
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float4 sunColor;
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};
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//////////////
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// TYPEDEFS //
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//////////////
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@@ -26,10 +23,9 @@ struct PixelInputType
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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 sunPos : TEXCOORD1;
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float3 lightDir : TEXCOORD1;
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};
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////////////////////////////////////////////////////////////////////////////////
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// Pixel Shader
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////////////////////////////////////////////////////////////////////////////////
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@@ -38,32 +34,29 @@ float4 SunLightPixelShader(PixelInputType input) : SV_TARGET
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float4 textureColor;
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float3 lightDir;
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float4 color;
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float3 reflection;
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float4 specular;
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float lightIntensity;
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float4 colorArray;
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float4 colorSum;
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int i;
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// Sample the pixel color from the texture using the sampler at this texture coordinate location.
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textureColor = shaderTexture.Sample(SampleType, input.tex);
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// Calculate the different amounts of light on this pixel based on the positions of the lights.
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lightIntensity = saturate(dot(input.normal, input.sunPos));
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// Calculate the different amounts of light on this pixel based on the direction of the light.
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lightIntensity = saturate(dot(input.normal, input.lightDir));
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// Determine the diffuse color amount of each of the four lights.
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colorArray = sunColor * lightIntensity;
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// Determine the diffuse color amount of the light.
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colorArray = diffuseColor * lightIntensity;
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// Initialize the sum of colors.
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colorSum = float4(0.0f, 0.0f, 0.0f, 1.0f);
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// Add all of the light colors up.
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// Add the light color.
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colorSum.r += colorArray.r;
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colorSum.g += colorArray.g;
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colorSum.b += colorArray.b;
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// Multiply the texture pixel by the combination of all four light colors to get the final result.
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// Multiply the texture pixel by the light color to get the final result.
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color = saturate(colorSum) * textureColor;
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return color;
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}
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}
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