Fixed BlinnPhong shading

This commit is contained in:
Dynamitos
2023-02-27 13:52:57 +01:00
parent f46262b66e
commit f1062e5bcb
15 changed files with 131 additions and 316 deletions
+6 -14
View File
@@ -14,7 +14,6 @@ RWTexture2D<uint2> lightGrid;
struct VertexStageOutput
{
ShaderAttributeInterpolation shaderAttributeInterpolation : Interpolation;
VertexValueCache cache : ShaderCache;
float4 position : SV_Position;
};
@@ -27,36 +26,30 @@ VertexStageOutput vertexMain(
VertexValueCache cache = input.getVertexCache();
float3 worldPosition = input.getWorldPosition();
//worldPosition += gMaterial.getWorldOffset();
float4 clipSpacePosition;
float3x3 tangentToLocal = cache.getTangentToLocal();
float4 viewSpacePosition = mul(gViewParams.viewMatrix, float4(worldPosition, 1));
MaterialVertexParameter vertexParams = input.getMaterialVertexParameters(cache, worldPosition, viewSpacePosition.xyz, tangentToLocal);
MaterialVertexParameter vertexParams = input.getMaterialVertexParameters(cache, worldPosition, viewSpacePosition.xyz);
clipSpacePosition = mul(gViewParams.projectionMatrix, viewSpacePosition);
float4 clipSpacePosition = mul(gViewParams.projectionMatrix, viewSpacePosition);
output.position = clipSpacePosition;
output.shaderAttributeInterpolation = input.getInterpolants(cache, vertexParams);
output.cache = cache;
return output;
}
[shader("fragment")]
float4 fragmentMain(
ShaderAttributeInterpolation input : Interpolation,
VertexValueCache cache : ShaderCache,
float4 position : SV_Position
) : SV_Target
{
MaterialFragmentParameter materialParams = input.getMaterialParameter(position);
MaterialFragmentParameter materialParams = cache.getFragmentParameters();
let brdf = gMaterial.prepare(materialParams);
float3 viewDir = normalize(materialParams.viewDir);
float3 result = float3(0, 0, 0);
for (int i = 0; i < numDirectionalLights; i++)
{
result += directionalLights[i].illuminate(materialParams, brdf, viewDir);
result += directionalLights[i].illuminate(materialParams, brdf);
}
uint2 tileIndex = uint2(floor(position.xy / BLOCK_SIZE));
@@ -68,8 +61,7 @@ float4 fragmentMain(
{
//uint lightIndex = lightIndexList[startOffset + j];
PointLight pointLight = pointLights[j];
if(pointLight.colorRange.w < length(pointLight.getViewPos() - input.viewPosition)) continue;
result += pointLight.illuminate(materialParams, brdf, viewDir);
result += pointLight.illuminate(materialParams, brdf);
}
return float4(result, 1.0f);
}