MobinMQL/Include/Canvas/DX/Shaders/DefaultShaderPixel.hlsl
2025-07-22 14:47:41 +03:00

71 lines
3.2 KiB
HLSL

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