Hi, I have a weird problem with point lights in deferred rendering on Android. Exactly the same code works well on PC.
That’s how it looks on Android:
And the light render target:
And for comparison the same pair on PC:
Do you have any guess what’s wrong here? Below is the code for point lights:
float4x4 World;
float4x4 View;
float4x4 Projection;
//color of the light
float3 Color;
//position of the camera, for specular light
float3 cameraPosition;
//this is used to compute the world-position
float4x4 InvertViewProjection;
//this is the position of the light
float3 lightPosition;
//how far does this light reach
float lightRadius;
//control the brightness of the light
float lightIntensity = 1.0f;
// diffuse color, and specularIntensity in the alpha channel
texture colorMap;
// normals, and specularPower in the alpha channel
texture normalMap;
//depth
texture depthMap;
sampler colorSampler = sampler_state
{
Texture = (colorMap);
MagFilter = POINT;
MinFilter = POINT;
Mipfilter = POINT;
AddressU = Clamp;
AddressV = Clamp;
};
sampler depthSampler = sampler_state
{
Texture = (depthMap);
MagFilter = POINT;
MinFilter = POINT;
Mipfilter = POINT;
AddressU = Clamp;
AddressV = Clamp;
};
sampler normalSampler = sampler_state
{
Texture = (normalMap);
MagFilter = LINEAR;
MinFilter = LINEAR;
Mipfilter = LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertexShaderInput
{
float3 Position : POSITION0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float4 ScreenPosition : TEXCOORD0;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
//processing geometry coordinates
float4 worldPosition = mul(float4(input.Position,1), World);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
output.ScreenPosition = output.Position;
return output;
}
float2 halfPixel;
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
//obtain screen position
input.ScreenPosition.xy /= input.ScreenPosition.w;
//obtain textureCoordinates corresponding to the current pixel
//the screen coordinates are in [-1,1]*[1,-1]
//the texture coordinates need to be in [0,1]*[0,1]
float2 texCoord = 0.5f * (float2(input.ScreenPosition.x,-input.ScreenPosition.y) + 1);
//allign texels to pixels
texCoord -=halfPixel;
//get normal data from the normalMap
float4 normalData = tex2D(normalSampler,texCoord);
//tranform normal back into [-1,1] range
float3 normal = 2.0f * normalData.xyz - 1.0f;
//get specular power
float specularPower = normalData.a * 255;
//get specular intensity from the colorMap
float specularIntensity = tex2D(colorSampler, texCoord).a;
//read depth
float depthVal = tex2D(depthSampler,texCoord).r;
//compute screen-space position
float4 position;
position.xy = input.ScreenPosition.xy;
position.z = depthVal;
position.w = 1.0f;
//transform to world space
position = mul(position, InvertViewProjection);
position /= position.w;
//surface-to-light vector
float3 lightVector = lightPosition - (float3)position;
//compute attenuation based on distance - linear attenuation
float attenuation = saturate(1.0f - length(lightVector)/lightRadius);
//normalize light vector
lightVector = normalize(lightVector);
//compute diffuse light
float NdL = max(0,dot(normal,lightVector));
float3 diffuseLight = NdL * Color.rgb;
//reflection vector
float3 reflectionVector = normalize(reflect(-lightVector, normal));
//camera-to-surface vector
float3 directionToCamera = normalize(cameraPosition - (float3)position);
//compute specular light
float specularLight = specularIntensity * pow( saturate(dot(reflectionVector, directionToCamera)), specularPower);
//take into account attenuation and lightIntensity.
return attenuation * lightIntensity * float4(diffuseLight.rgb,specularLight);
}
technique Technique1
{
pass Pass1
{
VertexShader = compile vs_3_0 VertexShaderFunction();
PixelShader = compile ps_3_0 PixelShaderFunction();
}
}