float4 g_fResolution : register(c0); float3 g_vLightDir : register(c1); 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 float g_fMinLight= 0.15f; static float3 g_fDif = float3(1.0f, 1.0f, 1.0f); static float3 g_fSpec = float3(3.0f, 3.0f, 3.0f); static float3 g_fShadowBack = float3(0.05f, 0.09f, 0.15f); struct psIn { float4 c : COLOR0; float2 t : TEXCOORD0; float3 n : TEXCOORD1; float3 v : TEXCOORD2; float4 s : TEXCOORD3; float3 w : TEXCOORD4; }; 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 normal= normalize( i.n ); float fShadow = lerp( g_fMinLight, 1.0f, tex2D(shadowSampler, sc) ); float3 fColor = i.c.xyz; float3 fDifLight= lerp( g_fShadowBack, texCUBE(envIntSampler, i.n ), fShadow ); fColor*= fDifLight * g_fDif; // Smoothstep sets threshold for specularity // fColor += 2.0f * smoothstep( 0.3f, 1.0f, texCUBE(envSampler, reflect(-i.v, normal)).xyz ); <- warum?! Spec kommt aus der ueberhellen Sonne fColor+= g_fSpec * i.c.aaa * texCUBE(envSampler, reflect(-i.v, normal)).xyz * lerp( 0.65f, 1.0f, fShadow ); // Interpret brightness > 1 as glow, ATTENTION: smaller glow value means MORE glow [0,1] float fGlow = saturate( 2.0f - dot(fColor, 0.333f) ); // Linear fake "tone mapping", remap color back into range [0,1] (glow will overbright area anyways) fColor.xyz /= max( 1.0f, dot(fColor, 0.333f) ); return float4( fColor, fGlow ); }