Danbias/Code/OysterGraphics/Shader/Passes/Light/LightPass.hlsl

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#include "Defines.hlsli"
#include "LightCalc.hlsli"
#include "PosManipulation.hlsli"
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#include "SSAO.hlsli"
//todo
//LightCulling
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//Calc Diff + Spec Done
//Calc Ambience Done
//Write Glow
[numthreads(16, 16, 1)]
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void main( uint3 DTid : SV_DispatchThreadID, uint3 GTid : SV_GroupThreadID )
{
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float2 UV = DTid.xy / Pixels;
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UV.x = UV.x * 2 - 1;
UV.y = 1 - 2 * UV.y;
float3 ViewPos = ToVpos(DTid.xy, UV);
DiffSpec Shaded;
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Shaded.Diffuse = float3(0,0,0);
Shaded.Specular = float3(0,0,0);
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for(int i = 0; i < Lights; ++i)
{
DiffSpec light = LightCalc(Points[i], ViewPos, DTid.xy);
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Shaded.Diffuse += light.Diffuse;
Shaded.Specular += light.Specular;
}
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Diffuse[DTid.xy] = float4(Shaded.Diffuse * DiffuseGlow[DTid.xy].xyz,0);
Specular[DTid.xy] = float4(Shaded.Specular, 0);
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if(DTid.x & 1 && DTid.y & 1 )
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{
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float AmbValue = GetSSAO(ViewPos, UV, DTid.xy, GTid.xy/2);
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float4 DiffBase = DiffuseGlow[DTid.xy];
DiffBase += DiffuseGlow[DTid.xy + uint2(1,0)];
DiffBase += DiffuseGlow[DTid.xy + uint2(0,1)];
DiffBase += DiffuseGlow[DTid.xy + uint2(1,1)];
DiffBase = DiffBase / 4;
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float4 DepthBase = DepthTexture[DTid.xy];
DepthBase = DepthTexture[DTid.xy + uint2(1,0)];
DepthBase = DepthTexture[DTid.xy + uint2(0,1)];
DepthBase = DepthTexture[DTid.xy + uint2(1,1)];
DepthBase = DepthBase /4;
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Ambient[DTid.xy/2] = float4(DiffBase.xyz, AmbValue);
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Ambient[DTid.xy/2 + float2(Pixels.x/2, 0)] = GUI[DTid.xy];
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Ambient[DTid.xy/2 + float2(0, Pixels.y/2)] = float4(DiffBase.xyz * DiffBase.w * 10 /* * (2-DepthBase) */,1);
Ambient[DTid.xy/2 + Pixels/2] = float4(NormalSpec[DTid.xy].xyz * float3(1,1,-1),1);
}
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}