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

54 lines
1.6 KiB
HLSL

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