Danbias/Code/OysterGraphics/Shader/Passes/Light/LightCalc.hlsli

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HLSL
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#include "Defines.hlsli"
DiffSpec LightCalc(PointLight pl, float3 pos, int2 texCoord)
{
DiffSpec output;
float4 normalSpec = NormalSpec[texCoord];
float4 LPos = mul(View, float4(pl.Pos, 1));
float3 lightVec = LPos.xyz - pos.xyz;
float d = length(lightVec);
lightVec = lightVec/d;
float diffFactor = max(dot(lightVec, normalSpec.xyz), 0.0f);
float3 v = reflect(-lightVec, normalSpec.xyz);
float specFactor = pow(max(dot(v,normalize(-pos)), 0.0f),normalSpec.w);
//Check att later
float att = max( 0, 1 - (d / pl.Radius));
//fix Ilum calcs instead of PhongBlinn
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output.Diffuse = pl.Bright * att * diffFactor * pl.Color;
output.Specular = pl.Bright * att * specFactor * pl.Color;
if(diffFactor == 0)
output.Specular * 0;
if(d > pl.Radius)
{
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output.Diffuse = float3(0,0,0);
output.Specular = float3(0,0,0);
}
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float SpecCo = normalSpec.w < 1 ? 0.0f : 1.0f;
output.Specular = output.Specular * SpecCo;
return output;
}
bool intersects(FrustrumPoints box, int Index)
{
return true;
}