light_casters.hlsl

src/2.lighting/5.1.light_casters/light_casters.hlsl · 85 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;
}

cbuffer light : register(b1)
{
    float3 light_position;
    int mode;               // 1 directional, 2 point, 3 spot
    float3 light_direction; // where the light points
    float inner_cos;
    float3 light_ambient;
    float outer_cos;
    float3 light_diffuse;
    float shininess;
    float3 light_specular;
};

Texture2D diffuse_map : register(t0);
Texture2D specular_map : register(t1);
SamplerState linear_wrap : register(s0);

float4 ps_main(vs_out p) : SV_Target
{
    float3 albedo = diffuse_map.Sample(linear_wrap, p.uv).rgb;
    float3 shine = specular_map.Sample(linear_wrap, p.uv).rgb;
    float3 n = normalize(p.normal);
    float3 to_eye = normalize(view_position - p.world);

    float3 to_light = normalize(-light_direction);
    float strength = 1.0;
    if (mode != 1)
    {
        to_light = normalize(light_position - p.world);
        float d = length(light_position - p.world);
        strength = 1.0 / (1.0 + 0.09 * d + 0.032 * d * d);
    }
    if (mode == 3)
    {
        // 1 inside the inner cone, 0 outside the outer one, a ramp between.
        float theta = dot(to_light, normalize(-light_direction));
        strength *= saturate((theta - outer_cos) / (inner_cos - outer_cos));
    }

    float3 ambient = light_ambient * albedo;
    float3 diffuse = light_diffuse * max(dot(n, to_light), 0.0) * albedo;
    float3 specular = light_specular * pow(max(dot(to_eye, reflect(-to_light, n)), 0.0), shininess) * shine;
    // The flashlight leaves ambient alone, so outside its cone is dark but not black.
    float ambient_strength = mode == 3 ? 1.0 : strength;
    return float4(ambient * ambient_strength + (diffuse + specular) * strength, 1.0);
}
Part of rin-dx11, LearnOpenGL's lessons rewritten for Direct3D 11 and rin. Licensed CC BY-NC 4.0, after LearnOpenGL by Joey de Vries.