Files
FlaxEngine/Source/Shaders/Editor/LODPreview.shader
2021-10-05 21:54:19 +02:00

90 lines
2.8 KiB
GLSL

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#define MATERIAL 1
#include "./Flax/Common.hlsl"
#include "./Flax/MaterialCommon.hlsl"
META_CB_BEGIN(0, Data)
float4x4 ViewProjectionMatrix;
float4x4 WorldMatrix;
float4 Color;
float3 WorldInvScale;
float LODDitherFactor;
META_CB_END
struct VertexOutput
{
float4 Position : SV_Position;
float3 WorldNormal : TEXCOORD0;
};
struct PixelInput
{
float4 Position : SV_Position;
float3 WorldNormal : TEXCOORD0;
};
float3x3 RemoveScaleFromLocalToWorld(float3x3 localToWorld)
{
localToWorld[0] *= WorldInvScale.x;
localToWorld[1] *= WorldInvScale.y;
localToWorld[2] *= WorldInvScale.z;
return localToWorld;
}
float3x3 CalcTangentToWorld(float4x4 world, float3x3 tangentToLocal)
{
float3x3 localToWorld = RemoveScaleFromLocalToWorld((float3x3)world);
return mul(tangentToLocal, localToWorld);
}
float4 PerformFakeLighting(float3 n, float4 c)
{
c.rgb *= saturate(abs(dot(n, float3(0, 1, 0))) + 0.5f);
return c;
}
void ClipLODTransition(float4 svPosition, float ditherFactor)
{
if (abs(ditherFactor) > 0.001)
{
float randGrid = cos(dot(floor(svPosition.xy), float2(347.83452793, 3343.28371863)));
float randGridFrac = frac(randGrid * 1000.0);
half mask = (ditherFactor < 0.0) ? (ditherFactor + 1.0 > randGridFrac) : (ditherFactor < randGridFrac);
clip(mask - 0.001);
}
}
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32B32_FLOAT, 0, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 1, 0, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(NORMAL, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TANGENT, 0, R10G10B10A2_UNORM, 1, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 1, R16G16_FLOAT, 1, ALIGN, PER_VERTEX, 0, true)
VertexOutput VS(ModelInput input)
{
float bitangentSign = input.Tangent.w ? -1.0f : +1.0f;
float3 normal = input.Normal.xyz * 2.0 - 1.0;
float3 tangent = input.Tangent.xyz * 2.0 - 1.0;
float3 bitangent = cross(normal, tangent) * bitangentSign;
float3x3 tangentToLocal = float3x3(tangent, bitangent, normal);
float3x3 tangentToWorld = CalcTangentToWorld(WorldMatrix, tangentToLocal);
float3 worldPosition = mul(float4(input.Position.xyz, 1), WorldMatrix).xyz;
VertexOutput output;
output.Position = mul(float4(worldPosition, 1), ViewProjectionMatrix);
output.WorldNormal = tangentToWorld[2];
return output;
}
META_PS(true, FEATURE_LEVEL_ES2)
void PS(in PixelInput input, out float4 Light : SV_Target0, out float4 RT0 : SV_Target1, out float4 RT1 : SV_Target2, out float4 RT2 : SV_Target3)
{
ClipLODTransition(input.Position, LODDitherFactor);
Light = PerformFakeLighting(input.WorldNormal, Color);
RT0 = float4(0, 0, 0, 0);
RT1 = float4(input.WorldNormal * 0.5 + 0.5, SHADING_MODEL_LIT * (1.0 / 3.0));
RT2 = float4(0.4, 0, 0.5, 0);
}