Danbias/Code/OysterGraphics/Shader/Passes/Gather/GatherPixel.hlsl

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HLSL
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#include "Header.hlsli"
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float3x3 cotangent_frame( float3 N, float3 p, float2 uv )
{
// get edge vectors of the pixel triangle
float3 dp1 = ddx( p );
float3 dp2 = ddy( p );
float2 duv1 = ddx( uv );
float2 duv2 = ddy( uv );
// solve the linear system
float3 dp2perp = cross( dp2, N );
float3 dp1perp = cross( N, dp1 );
float3 T = dp2perp * duv1.x + dp1perp * duv2.x;
float3 B = dp2perp * duv1.y + dp1perp * duv2.y;
// construct a scale-invariant frame
float invmax = 1/sqrt( max( dot(T,T), dot(B,B) ) );
return float3x3( T * invmax, B * invmax, N );
}
float3 perturb_normal( float3 N, float3 V, float2 texcoord )
{
// assume N, the interpolated vertex normal and
// V, the view vector (vertex to eye)
float3 map = Normal.Sample(S1,texcoord).xyz;
map = map * 255./127. - 128./127.;
#ifdef WITH_NORMALMAP_2CHANNEL
map.z = sqrt( 1. - dot( map.xy, map.xy ) );
#endif
#ifdef WITH_NORMALMAP_GREEN_UP
map.y = -map.y;
#endif
float3x3 TBN = cotangent_frame( N, -V, texcoord );
return normalize( mul(transpose(TBN), map) );
}
PixelOut main(VertexOut input)
{
PixelOut output;
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output.DiffuseGlow = Diffuse.Sample(S1, input.UV) * float4(Color, 1);
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float3 normal = normalize(input.normal);
normal = perturb_normal( normal, normalize(-input.ViewPos), input.UV );
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//output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*255);
output.NormalSpec = float4(normal, Normal.Sample(S1, input.UV).w*0);
return output;
}