1 | // final pixel output: |
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2 | // data from pixel shader to frame buffer |
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3 | struct vertexOut { |
1 | struct vertexOut { |
4 | float4 HPosition : POSITION; |
2 | float4 HPosition : POSITION; |
5 | float4 TexCoord : TEXCOORD0; |
3 | float4 TexCoord : TEXCOORD0; |
6 | float3 LightVec : TEXCOORD1; |
4 | float3 LightVec : TEXCOORD1; |
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5 | float3 EyeVec : TEXCOORD2; |
7 | float3 WorldNormal : TEXCOORD2; |
6 | float3 WorldNormal : TEXCOORD3; |
8 | float3 WorldPos : TEXCOORD3; |
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9 | float3 WorldView : TEXCOORD4; |
7 | float3 WorldView : TEXCOORD4; |
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8 | float3 test1 : TEXCOORD5; |
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9 | float3 test2 : TEXCOORD6; |
10 | }; |
10 | }; |
11 | |
11 | |
12 | struct pixelOut { |
12 | struct pixelOut { |
13 | float4 col : COLOR; |
13 | float4 col : COLOR; |
14 | }; |
14 | }; |
15 | |
15 | |
16 | // pixel shader |
16 | pixelOut main(vertexOut IN, uniform sampler2D Texture) |
17 | pixelOut main(vertexOut IN // input from vertex shade |
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18 | //uniform float SpecExpon, // constant parameters fro |
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19 | //uniform float4 AmbiColor, // application |
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20 | //uniform float4 SurfColor, |
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21 | //uniform float4 LightColor |
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22 | ) |
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23 | { |
17 | { |
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18 | pixelOut OUT; |
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19 | |
24 | float SpecExpon = 120; |
20 | half SpecExpon = 200; |
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21 | float4 AmbiColor = { 0.1, 0.1, 0.1, 1.0 }; |
25 | float4 LightColor = { 1, 1, 1, 1 }; |
22 | float4 LightColor = { 1, 1, 1, 1 }; |
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23 | float4 diffuse_color = tex2D (Texture, IN.TexCoord.xy); |
26 | |
24 | |
27 | pixelOut OUT; // output of the pixel shader |
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28 | float3 Ln = normalize(IN.LightVec); |
25 | half3 Ln = normalize (IN.LightVec); |
29 | float3 Nn = normalize(IN.WorldNormal); |
26 | half3 Nn = normalize (IN.WorldNormal); |
30 | float3 Vn = normalize(IN.WorldView); |
27 | half3 Vn = normalize (IN.WorldView); |
31 | float3 Hn = normalize(Vn + Ln); |
28 | |
32 | // scalar product between light and normal vectors: |
29 | half3 Hn = normalize (Ln + Vn); |
33 | float ldn = abs(dot(Ln,Nn)); |
30 | half ldn = dot (Ln, Nn); |
34 | // scalar product between halfway and normal vectors: |
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35 | float hdn = abs(dot(Hn,Nn)); |
31 | half hdn = dot (Hn, Nn); |
36 | // specialized "lit" function computes weights for |
32 | |
37 | // diffuse and specular parts: |
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38 | float4 litV = lit(ldn,hdn,SpecExpon); |
33 | half4 litV = lit (ldn, hdn, SpecExpon); |
39 | float4 diffContrib = glstate.material.diffuse * ( litV.y * LightColor + glstate.lightmodel.ambient); |
34 | half4 diffContrib = diffuse_color * (litV.y * LightColor + glstate.lightmodel.ambient); |
40 | float4 specContrib = litV.y*litV.z * LightColor; |
35 | half4 specContrib = litV.y * litV.z * LightColor; |
41 | // sum of diffuse and specular contributions: |
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42 | float4 result = diffContrib + specContrib; |
36 | half4 result = diffContrib + specContrib; |
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37 | //half4 result = diffuse_color * litV.y + LightColor * litV.z; |
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38 | |
43 | OUT.col = result; |
39 | OUT.col = result; |
44 | return OUT; // output of pixel shader |
40 | return OUT; |
45 | } |
41 | } |
46 | |
42 | |