redo lighting final part

This commit is contained in:
turanszkij
2016-06-05 20:35:23 +02:00
parent 74151d46b7
commit 3602c88263
2 changed files with 5 additions and 4 deletions
+2 -1
View File
@@ -69,9 +69,10 @@ struct GBUFFEROutputType
inline void NormalMapping(in float2 UV, in float3 V, inout float3 N, inout float3 bumpColor)
{
float3 nortex = xNormalMap.Sample(sampler_aniso_wrap, UV).rgb;
float4 nortex = xNormalMap.Sample(sampler_aniso_wrap, UV);
float3x3 tangentFrame = compute_tangent_frame(N, V, -UV);
bumpColor = 2.0f * nortex.rgb - 1.0f;
bumpColor *= nortex.a;
N = normalize(lerp(N, mul(bumpColor, tangentFrame), g_xMat_normalMapStrength));
}
+3 -3
View File
@@ -23,8 +23,8 @@ float4 main(PixelInputType input) : SV_TARGET
bumpColor1 = 2.0f * xNormalMap.Sample(sampler_aniso_wrap,input.tex + g_xMat_texMulAdd.zw).rg - 1.0f;
bumpColor2 = xWaterRipples.Sample(sampler_aniso_wrap,ScreenCoord).rg;
bumpColor= float3( bumpColor0+bumpColor1+bumpColor2,1 ) * g_xMat_refractionIndex;
N = normalize(mul(normalize(bumpColor), tangentFrame));
N = normalize(lerp(N, mul(normalize(bumpColor), tangentFrame), g_xMat_normalMapStrength));
bumpColor *= g_xMat_normalMapStrength;
//REFLECTION
float2 RefTex = float2(1, -1)*input.ReflectionMapSamplingPos.xy / input.ReflectionMapSamplingPos.w / 2.0f + 0.5f;
@@ -42,7 +42,7 @@ float4 main(PixelInputType input) : SV_TARGET
//FRESNEL TERM
float3 fresnelTerm = F_Fresnel(f0, NdotV);
albedo.rgb = lerp(reflectiveColor.rgb, refractiveColor, fresnelTerm);
albedo.rgb = lerp(refractiveColor, reflectiveColor.rgb, fresnelTerm);
//DULL COLOR
albedo.rgb = lerp(albedo.rgb, g_xMat_baseColor.rgb, 0.16);