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/cvs/cvsroot/libgender/material.C
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Comparing cvsroot/libgender/material.C (file contents):
Revision 1.24 by root, Sun Oct 31 22:55:23 2004 UTC vs.
Revision 1.28 by root, Mon Nov 1 22:23:38 2004 UTC

91 using namespace shader::compile; 91 using namespace shader::compile;
92 92
93 p.vsh->start (); 93 p.vsh->start ();
94 94
95 temp_4f wpos; 95 temp_4f wpos;
96 varying_1f camdist, zpos;
97 varying_2f texcoord;
98 varying_3f lightvec, normal;
96 99
97 wpos = model_view_projection_matrix * vin.vertex; 100 wpos = model_view_matrix * vin.vertex;
98 101
99 //wpos = wpos / abs (w (wpos)); 102 temp_1f wz;
103 //wz = log2 (abs (wz)) * sign (wz);
100 104
101 vout.position = wpos; 105 vout.position = projection_matrix * wpos;
102 vout.tex_coord[0] = vin.tex_coord[0]; 106 texcoord = xy (vin.tex_coord[0]);
103 vout.tex_coord[1] = model_view_matrix * shader::compile::vec4 (x(vin.normal), y(vin.normal), z(vin.normal), 0); 107 normal = normal_matrix * vin.normal;
104 vout.tex_coord[2] = lightpos - model_view_matrix * vin.vertex; 108 lightvec = xyz (lightpos - model_view_matrix * vin.vertex);
109 camdist = 1 - max (length (lightvec) / 10000., 0);
105 110
106 p.vsh->end (); 111 p.vsh->end ();
107 p.vsh->compile (); 112 p.vsh->compile ();
108 113
109 p.fsh->start (); 114 p.fsh->start ();
110 115
111 temp_1f fac; 116 temp_1f fac;
117 temp_2f disp;
118 temp_1f dx, dy;
119 temp_1f bumpnormal;
120 temp_1f dist;
112 121
113 temp_2f disp;
114
115 temp_1f dx, dy;
116
117 temp_1f bumpnormal;
118 dx = dFdx (texture_2d (normvar, fin.tex_coord[0]));
119 dy = dFdy (texture_2d (normvar, fin.tex_coord[0]));
120
121 disp = shader::compile::vec2 (dx, dy) * 0.1;
122
123 fac = dot (normalize (fin.tex_coord[1]), normalize (fin.tex_coord[2])); 122 fac = dot (normalize (normal), normalize (lightvec));
124 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal); 123 //fac = dot (shader::compile::vec3 (normalize (fin.tex_coord[1]) + normalize (fin.tex_coord[2])) * 0.5, bumpnormal);
125 //fac = dot (bumpnormal, normalize (fin.tex_coord[2])); 124 //fac = dot (bumpnormal, normalize (fin.tex_coord[2]));
126 //fac = pow (max (fac, 0.0), 8); 125 fac = pow (max (fac, 0.0), 2);
127 xyz (fout.frag_color) = (texture_2d (texvar, fin.tex_coord[0] - disp) + 0.1) * max (fac, 0.0); 126 xyz (fout.frag_color) = texture_2d (texvar, texcoord) * (fac + 0.4) * camdist;
128 127
129 p.fsh->end (); 128 p.fsh->end ();
130 p.fsh->compile (); 129 p.fsh->compile ();
131 p.link (); 130 p.link ();
132} 131}

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