1 |
root |
1.2 |
struct vertexOut { |
2 |
root |
1.8 |
float4 HPosition : POSITION; |
3 |
|
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float4 TexCoord : TEXCOORD0; |
4 |
|
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float3 LightVec : TEXCOORD1; |
5 |
|
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float3 EyeVec : TEXCOORD2; |
6 |
|
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float3 WorldNormal : TEXCOORD3; |
7 |
root |
1.2 |
}; |
8 |
root |
1.1 |
|
9 |
|
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struct pixelOut { |
10 |
|
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float4 col : COLOR; |
11 |
|
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}; |
12 |
root |
1.3 |
|
13 |
root |
1.7 |
pixelOut main(vertexOut IN) |
14 |
root |
1.1 |
{ |
15 |
root |
1.8 |
pixelOut OUT; // output of the pixel shader |
16 |
|
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|
17 |
root |
1.4 |
float SpecExpon = 120; |
18 |
root |
1.5 |
float4 LightColor = { 1, 1, 1, 1 }; |
19 |
root |
1.3 |
|
20 |
root |
1.10 |
float3 n = IN.WorldNormal; |
21 |
|
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float3 v = IN.EyeVec; |
22 |
|
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float3 l = IN.LightVec; |
23 |
|
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|
24 |
|
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float r = reflect (-v, n); |
25 |
|
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float spec = pow (clamp (dot (l, r), 0, 1), SpecExpon); |
26 |
|
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float diff = clamp (dot (n, l), 0.0, 1); |
27 |
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|
28 |
|
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OUT.col = glstate.material.diffuse * diff + LightColor * spec; |
29 |
|
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return OUT; |
30 |
|
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|
31 |
|
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/* |
32 |
|
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float3 Ln = normalize (IN.LightVec); |
33 |
|
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float3 Nn = normalize (IN.WorldNormal); |
34 |
|
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float3 Vn = normalize (IN.EyeVec); |
35 |
root |
1.8 |
|
36 |
|
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float3 Hn = 0.5 * (Ln + Vn); |
37 |
|
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float ldn = dot (Ln, Nn); |
38 |
|
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float hdn = dot (Hn, Nn); |
39 |
|
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|
40 |
root |
1.1 |
// specialized "lit" function computes weights for |
41 |
|
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// diffuse and specular parts: |
42 |
root |
1.8 |
float4 litV = lit (ldn, hdn, SpecExpon); |
43 |
|
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float4 diffContrib = glstate.material.diffuse * (litV.y * LightColor + glstate.lightmodel.ambient); |
44 |
|
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float4 specContrib = litV.y * litV.z * LightColor; |
45 |
root |
1.1 |
float4 result = diffContrib + specContrib; |
46 |
root |
1.8 |
|
47 |
root |
1.5 |
OUT.col = result; |
48 |
root |
1.9 |
return OUT; |
49 |
root |
1.10 |
*/ |
50 |
root |
1.1 |
} |
51 |
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