Revert "Fixing shaders for lighting and inventory (#1040)" (#1041)

This reverts commit 3423806b60.
This commit is contained in:
Kubsy 2023-03-25 14:40:40 +00:00 committed by GitHub
parent 3423806b60
commit 18fd1deb36
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 21 additions and 123 deletions

View file

@ -40,21 +40,22 @@ PixelShaderInput VS(VertexShaderInput input)
float4 PS(PixelShaderInput input) : SV_TARGET
{
float4 output = Texture.Sample(Sampler, input.UV);
float3 normal = normalize(input.Normal);
float3 pos = normalize(input.WorldPosition);
DoAlphaTest(output);
ShaderLight l;
l.Color = float3(1.0f, 1.0f, 0.5f);
l.Intensity = 0.3f;
l.Type = LT_SUN;
l.Direction = normalize(float3(-1.0f, -0.707f, -0.5f));
ShaderLight l[2];
l[0].Color = float3(1.0f, 1.0f, 0.5f) * 0.6f;
l[0].Type = LT_SUN;
l[0].Direction = normalize(float3(-1.0f, -0.707f, -0.5f));
l[1].Color = float3(0.5f, 0.5f, 1.0f) * 0.2f;
l[1].Type = LT_SUN;
l[1].Direction = normalize(float3(1.0f, 0.707f, -0.5f));
for (int i = 0; i < 2; i++)
{
output.xyz += DoDirectionalLight(input.WorldPosition, input.Normal, l[i]);
output.xyz += DoDirectionalLight(pos, normal, l);
output.xyz += DoSpecularSun(input.Normal, l, input.Sheen);
// TODO: fix it, it causes noise
// output.xyz += DoSpecularSun(input.Normal, l[i], input.Sheen);
}
//adding some pertubations to the lighting to add a cool effect
float3 nos = snoise(output.xyz);
output.xyz = normalNoise(output, nos, normal);
return output;
}

View file

@ -29,106 +29,4 @@ float LinearizeDepth(float depth, float nearPlane, float farPlane)
return (2.0f * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
}
float3 mod289(float3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 mod289(float4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 permute(float4 x) {
return mod289(((x*34.0)+10.0)*x);
}
float4 taylorInvSqrt(float4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(float3 v)
{
const float2 C = float2(1.0/6.0, 1.0/3.0) ;
const float4 D = float4(0.0, 0.5, 1.0, 2.0);
// First corner
float3 i = floor(v + dot(v, C.yyy) );
float3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
float3 g = step(x0.yzx, x0.xyz);
float3 l = 1.0 - g;
float3 i1 = min( g.xyz, l.zxy );
float3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
float3 x1 = x0 - i1 + C.xxx;
float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
float4 p = permute( permute( permute(
i.z + float4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + float4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + float4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
float3 ns = n_ * D.wyz - D.xzx;
float4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
float4 x_ = floor(j * ns.z);
float4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
float4 x = x_ *ns.x + ns.yyyy;
float4 y = y_ *ns.x + ns.yyyy;
float4 h = 1.0 - abs(x) - abs(y);
float4 b0 = float4( x.x, x.y, y.x, y.y );
float4 b1 = float4( x.z, x.w, y.z, y.w );
//float4 s0 = float4(lessThan(b0,0.0))*2.0 - 1.0;
//float4 s1 = float4(lessThan(b1,0.0))*2.0 - 1.0;
float4 s0 = floor(b0)*2.0 + 1.0;
float4 s1 = floor(b1)*2.0 + 1.0;
float4 sh = -step(h, float4(0.0f,0.0f,0.0f,0.0f));
float4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
float4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
float3 p0 = float3(a0.xy,h.x);
float3 p1 = float3(a0.zw,h.y);
float3 p2 = float3(a1.xy,h.z);
float3 p3 = float3(a1.zw,h.w);
//Normalise gradients
float4 norm = taylorInvSqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
float4 m = max(0.5 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 105.0 * dot( m*m, float4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
float3 normalNoise(float3 v, float3 i, float3 n){
float3 r = float3(.0f,.0f,.0f);
r.x = lerp(v.x, i.x, dot(n.xy,i.xy));
r.y = lerp(v.y, i.y, dot(n.xz,i.xz));
r.z = lerp(v.z, i.z, dot(n.yz,i.yz));
float c = dot(v.xy,v.yz);
return lerp(v,r,c*.5f);
}
#endif // MATH

View file

@ -194,18 +194,17 @@ float3 DoSpotLight(float3 pos, float3 n, ShaderLight light)
float3 DoDirectionalLight(float3 pos, float3 n, ShaderLight light)
{
float3 color = light.Color.xyz;
float3 intensity = light.Intensity;
float3 intensity = saturate(light.Intensity);
float3 direction = light.Direction.xyz;
direction = normalize(direction+pos);
direction = normalize(direction);
float d = max(dot(direction,n), .0f);
float d = dot(n, direction);
if (d > 0.f)
{
return (color*intensity*d);
}
return float3(0, 0, 0);
if (d < 0)
return float3(0, 0, 0);
else
return (color * intensity * d);
}
float3 CombineLights(float3 ambient, float3 vertex, float3 tex, float3 pos, float3 normal, float sheen, const ShaderLight lights[MAX_LIGHTS_PER_ITEM], int numLights)
@ -251,4 +250,4 @@ float3 CombineLights(float3 ambient, float3 vertex, float3 tex, float3 pos, floa
float3 StaticLight(float3 vertex, float3 tex)
{
return saturate(tex * vertex);
}
}