61 lines
1.3 KiB
HLSL
61 lines
1.3 KiB
HLSL
#include "Macros.fxh"
|
|
|
|
DECLARE_TEXTURE(gPosition, 0);
|
|
DECLARE_TEXTURE(gAlbedo, 1);
|
|
DECLARE_TEXTURE(gNormal, 2);
|
|
|
|
BEGIN_CONSTANTS
|
|
|
|
float3 EyePosition _ps(c0) _cb(c0);
|
|
|
|
float3 DirectionalLightDirection _ps(c1) _cb(c1);
|
|
float3 AmbientLightColor _ps(c2) _cb(c2);
|
|
|
|
END_CONSTANTS
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 Position : POSITION;
|
|
float2 TexCoord : TEXCOORD;
|
|
};
|
|
|
|
struct PixelInput
|
|
{
|
|
float4 Position : SV_POSITION;
|
|
float2 TexCoord : TEXCOORD0;
|
|
};
|
|
|
|
PixelInput main_vs(VertexInput input)
|
|
{
|
|
PixelInput output;
|
|
|
|
output.Position = input.Position;
|
|
output.TexCoord = input.TexCoord;
|
|
|
|
return output;
|
|
}
|
|
|
|
float4 main_ps(PixelInput input) : SV_TARGET0
|
|
{
|
|
float3 worldPosition = SAMPLE_TEXTURE(gPosition, input.TexCoord).rgb;
|
|
float3 normal = SAMPLE_TEXTURE(gNormal, input.TexCoord).xyz;
|
|
float3 albedo = SAMPLE_TEXTURE(gAlbedo, input.TexCoord).rgb;
|
|
|
|
float3 V = normalize(EyePosition - worldPosition);
|
|
float3 L = normalize(DirectionalLightDirection);
|
|
float3 N = normalize(normal);
|
|
float NdotL = dot(N, L);
|
|
|
|
float lightIntensity = (NdotL > 0.0) ? 1.0 : 0.0;
|
|
return float4(albedo * (lightIntensity, 1.0);
|
|
}
|
|
|
|
Technique Deferred_Toon
|
|
{
|
|
Pass
|
|
{
|
|
VertexShader = compile vs_3_0 main_vs();
|
|
PixelShader = compile ps_3_0 main_ps();
|
|
}
|
|
}
|