float4 g_fResolution : register(c0); float3 g_vLightDir : register(c1); float3 g_vViewDir : register(c4); float4 g_fGlow : register(c61); sampler1D dif : register(s2); sampler1D spec : register(s3); sampler2D shadowSampler : register(s4); sampler2D depthSampler : register(s5); samplerCUBE envSampler : register(s6); samplerCUBE envIntSampler : register(s7); static float4 g_fSpecularPower = {1.15f, 1.05f, 1.0f, 1.25f}; struct psIn { float4 c : COLOR0; float2 t : TEXCOORD0; float3 n : TEXCOORD1; float3 v : TEXCOORD2; float4 s : TEXCOORD3; float3 w : TEXCOORD4; float3 o : TEXCOORD5; }; float4 ps_main(psIn i):color { // Environment lighting // return texCUBE(envIntSampler, i.n); // Environment reflection // return texCUBE(envSampler, reflect(-i.v, i.n)); // Shadow AA float2 sc = i.s.xy / i.s.w; float aa = abs( tex2D(depthSampler, sc).x - i.s.z ); float2 ddaa = float2(ddx(aa), ddy(aa)); float2 aaetc = sign(-ddaa) * g_fResolution.zw; sc += aaetc * saturate(4.f * aa); float3 n = normalize(i.n); float3 v = normalize(i.v); float3 no = normalize(i.o); float3 fColor = i.c.xyz; float fShadow = 0.6f + 0.4f * tex2D(shadowSampler, sc); // return texCUBE(envSampler, reflect(g_vViewDir, i.n)); // g_vViewDir // fColor *= texCUBE(envSampler, i.n).xyz; // * fShadow // envIntSampler // fColor += 0.1f * texCUBE(envSampler, reflect(-i.v, i.n)).xyz; // Lighting float fLight = saturate( dot( n, -g_vLightDir) ); fLight = min(fShadow * fLight, fLight); fColor.xyz *= lerp( float3(0.7f, 0.6f, 1.0f) * tex1D( dif, fLight ), float3(0.8f, 0.6f, 0.9f) * tex1D( dif, abs( sin(5 * fLight) ) ), saturate( 5 * dot(no, n) ) ); // return abs( 3 * dot(no, n) ); // Specular highlights float3 h = normalize( v + -g_vLightDir ); float hdn = saturate( dot(n, h) ); float fSpecularity = smoothstep( 0.5f, 0.9f, abs( sin(16 * hdn) ) * ( dot( n, -g_vLightDir) > 0 ) + abs( sin(8 * dot(n, v)) ) * 0.85f ); fColor += 0.3f * fShadow * tex1D( spec, fSpecularity ); return float4( (1.0f + 1.5f * g_fGlow.w) * fColor, 0.3f ); }