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