g_buffer.hlsl
src/5.advanced_lighting/8.1.deferred_shading/g_buffer.hlsl · 59 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;
}
// the geometry pass: no lighting, only what the lighting pass will need
Texture2D diffuse_map : register(t0);
Texture2D specular_map : register(t1);
SamplerState linear_wrap : register(s0);
struct g_buffer
{
float4 position : SV_Target0; // world space; w = 1 where something was drawn
float4 normal : SV_Target1; // world space
float4 albedo : SV_Target2; // rgb colour, a specular strength
};
g_buffer ps_main(vs_out p)
{
g_buffer g;
g.position = float4(p.world, 1.0);
g.normal = float4(normalize(p.normal), 0.0);
g.albedo = float4(diffuse_map.Sample(linear_wrap, p.uv).rgb, specular_map.Sample(linear_wrap, p.uv).r);
return g;
}