71 lines
3.2 KiB
HLSL
71 lines
3.2 KiB
HLSL
//+------------------------------------------------------------------+
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//| Default Pixel Shader |
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//| Copyright 2000-2025, MetaQuotes Ltd. |
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//| https://www.mql5.com |
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//+------------------------------------------------------------------+
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//+------------------------------------------------------------------+
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//| Inputs for whole scene |
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//+------------------------------------------------------------------+
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cbuffer InputScene : register(b0)
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{
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matrix view;
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matrix projection;
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float4 light_direction;
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float4 light_color;
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float4 ambient_color;
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};
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//+------------------------------------------------------------------+
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//| Inputs for single object |
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//+------------------------------------------------------------------+
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cbuffer InputObject : register(b1)
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{
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matrix transform;
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float4 diffuse_color;
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float4 emission_color;
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float4 specular_color;
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float specular_power;
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float dummy[3];
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};
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//+------------------------------------------------------------------+
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//| Input texture |
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//+------------------------------------------------------------------+
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Texture2D<float4> diffuse_tex : register(t0);
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//+------------------------------------------------------------------+
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//| Texture sampler |
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//+------------------------------------------------------------------+
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SamplerState diffuse_samp
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{
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Filter =MIN_MAG_MIP_LINEAR;
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AddressU=Wrap;
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AddressV=Wrap;
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};
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//+------------------------------------------------------------------+
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//| Pixel shader input type |
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//+------------------------------------------------------------------+
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struct PSInput
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{
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float4 position : SV_POSITION;
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float4 camera : CAMERA;
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float4 normal : NORMAL;
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float2 tcoord : TEXCOORD;
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float4 color : COLOR;
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};
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//+------------------------------------------------------------------+
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//| Pixel shader entry point |
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//+------------------------------------------------------------------+
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float4 PSMain(PSInput input) : SV_TARGET
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{
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float3 diffuse =saturate(-dot(light_direction.xyz,input.normal.xyz))*light_color.rgb*light_color.a;
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float3 ambient =ambient_color.rgb *ambient_color.a;
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float3 light =(diffuse+ambient)*diffuse_color.rgb*diffuse_color.a+emission_color.rgb*emission_color.a;
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float4 specular=float4(light_color.rgb*specular_color.rgb,pow(saturate(dot(reflect(normalize(light_direction.xyz),input.normal.xyz),normalize(input.camera.xyz))),specular_power)*light_color.a*specular_color.a);
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float4 clr=input.color;
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//--- use texture if it exist
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uint width,height;
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diffuse_tex.GetDimensions(width,height);
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if(width*height>0)
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clr*=diffuse_tex.Sample(diffuse_samp,frac(input.tcoord));
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//--- combine light with colors
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return(lerp(float4(light*clr.rgb,clr.a),float4(specular.rgb,1.0),specular.a));
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}
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//+------------------------------------------------------------------+
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