multiple_lights.hlsl
src/2.lighting/6.multiple_lights/multiple_lights.hlsl · 109 lines
// Read matrices row by row, as rin stores them; mul(M, v) is then M * v.
#pragma pack_matrix(row_major)
cbuffer transforms : register(b0)
{
float4x4 model;
float4x4 normal_matrix;
float4x4 view;
float4x4 projection;
float3 view_position;
};
struct vs_in
{
float3 position : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
// Position and normal in world space, where the lighting is done.
struct vs_out
{
float4 position : SV_Position;
float3 world : WORLD;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
vs_out vs_main(vs_in v)
{
vs_out o;
float4 world = mul(model, float4(v.position, 1.0));
o.world = world.xyz;
o.position = mul(projection, mul(view, world));
o.normal = mul((float3x3)normal_matrix, v.normal);
o.uv = v.uv;
return o;
}
struct point_light
{
float3 position;
float3 color;
};
cbuffer lights : register(b1)
{
float3 sun_direction;
float shininess;
float3 sun_color;
float3 spot_position;
float spot_inner_cos;
float3 spot_direction;
float spot_outer_cos;
point_light points[4];
};
Texture2D diffuse_map : register(t0);
Texture2D specular_map : register(t1);
SamplerState linear_wrap : register(s0);
struct surface
{
float3 position;
float3 normal;
float3 to_eye;
float3 albedo;
float3 shine;
};
// One light arriving from `to_light` with `color`: ambient, diffuse and
// specular, as in 4.1. Ambient is a twentieth of the colour.
float3 phong(surface s, float3 to_light, float3 color)
{
float3 ambient = 0.05 * color * s.albedo;
float3 diffuse = 0.8 * color * max(dot(s.normal, to_light), 0.0) * s.albedo;
float3 specular = color * pow(max(dot(s.to_eye, reflect(-to_light, s.normal)), 0.0), shininess) * s.shine;
return ambient + diffuse + specular;
}
float attenuation(float3 from, float3 to)
{
float d = length(to - from);
return 1.0 / (1.0 + 0.09 * d + 0.032 * d * d);
}
float4 ps_main(vs_out p) : SV_Target
{
surface s;
s.position = p.world;
s.normal = normalize(p.normal);
s.to_eye = normalize(view_position - p.world);
s.albedo = diffuse_map.Sample(linear_wrap, p.uv).rgb;
s.shine = specular_map.Sample(linear_wrap, p.uv).rgb;
float3 color = phong(s, normalize(-sun_direction), sun_color);
for (int i = 0; i < 4; i++)
{
float3 to_light = normalize(points[i].position - s.position);
color += phong(s, to_light, points[i].color) * attenuation(s.position, points[i].position);
}
float3 to_spot = normalize(spot_position - s.position);
float cone = saturate((dot(to_spot, -spot_direction) - spot_outer_cos) / (spot_inner_cos - spot_outer_cos));
color += phong(s, to_spot, float3(1.0, 1.0, 1.0)) * attenuation(s.position, spot_position) * cone;
return float4(color, 1.0);
}