merge 3d diffuse lighting

This commit is contained in:
StratiX0
2024-03-26 12:02:03 +01:00
parent deea6fa3ba
commit ccb666faaf
7 changed files with 1674 additions and 1679 deletions

View File

@@ -8,12 +8,11 @@
/////////////
Texture2D shaderTexture : register(t0);
SamplerState SampleType : register(s0);
cbuffer LightBuffer
{
float4 diffuseColor;
float3 lightDirection;
float padding;
float padding;
};
@@ -24,7 +23,7 @@ struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
float3 normal : NORMAL;
};
@@ -33,29 +32,26 @@ struct PixelInputType
////////////////////////////////////////////////////////////////////////////////
float4 LightPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float3 lightDir;
float lightIntensity;
float4 color;
float4 textureColor;
float3 lightDir;
float lightIntensity;
float4 color;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Invert the light direction for calculations.
// Invert the light direction for calculations.
lightDir = -lightDirection;
// Calculate the amount of light on this pixel.
lightIntensity = saturate(dot(input.normal, lightDir));
// Change the diffuse color to red (0, 1, 0)
float3 greenDiffuseColor = float3(1, 0, 0);
// Determine the final amount of diffuse color based on the diffuse color combined with the light intensity.
color = saturate(diffuseColor * lightIntensity);
// Multiply the texture pixel and the final diffuse color to get the final pixel color result.
color = color * textureColor;
color = color * textureColor;
return color;
}
return color;
}