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o3de/Gems/Atom/Feature/Common/Assets/Shaders/AuxGeom/AuxGeomObjectLit.azsl

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/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include <viewsrg.srgi>
#include "ObjectSrgLit.azsli"
option enum class ViewProjectionMode { ViewProjection, ManualOverride } o_viewProjMode;
struct VSInput
{
float3 m_position : POSITION;
float3 m_normal : NORMAL;
};
struct VSOutput
{
float4 m_position : SV_Position;
float3 m_normal: NORMAL;
[[vk::builtin("PointSize")]]
float m_pointSize : PSIZE;
};
VSOutput MainVS(VSInput vsInput)
{
VSOutput OUT;
OUT.m_position.xyz = mul(ObjectSrg::GetWorldMatrix(), float4(vsInput.m_position, 1.0)).xyz;
if (o_viewProjMode == ViewProjectionMode::ViewProjection)
{
OUT.m_position = mul(ViewSrg::m_viewProjectionMatrix, float4(OUT.m_position.xyz, 1.0));
}
else if (o_viewProjMode == ViewProjectionMode::ManualOverride)
{
OUT.m_position = mul(ObjectSrg::m_viewProjectionOverride, float4(OUT.m_position.xyz, 1.0));
}
OUT.m_normal = mul(ObjectSrg::GetWorldMatrixInverseTranspose(), vsInput.m_normal);
OUT.m_pointSize = ObjectSrg::m_pointSize;
return OUT;
}
struct PSOutput
{
float4 m_color : SV_Target0;
};
PSOutput MainPS(VSOutput input)
{
PSOutput OUT;
// Hard-coded fake light direction
float3 lightDirection = normalize(float3(1.0, -1.0, 1.0));
// Fake light intensity ranges from 1.0 for normals directly facing the light to zero for those
// directly facing away.
float lightDot = dot(normalize(input.m_normal), lightDirection);
float lightIntensity = lightDot * 0.5 + 0.5;
// add a small amount of ambient and reduce direct light to keep in 0-1 range
lightIntensity = saturate(0.1 + lightIntensity * 0.9);
// The lightIntensity should not affect alpha so only apply it to rgb.
OUT.m_color.rgb = ObjectSrg::m_color.rgb * lightIntensity;
OUT.m_color.a = ObjectSrg::m_color.a;
return OUT;
}