1 | // final pixel output: |
1 | // final pixel output: |
2 | // data from pixel shader to frame buffer |
2 | // data from pixel shader to frame buffer |
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3 | struct vertexOut { |
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4 | float4 HPosition : POSITION; |
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5 | float4 TexCoord : TEXCOORD0; |
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6 | float3 LightVec : TEXCOORD1; |
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7 | float3 WorldNormal : TEXCOORD2; |
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8 | float3 WorldPos : TEXCOORD3; |
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9 | float3 WorldView : TEXCOORD4; |
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10 | }; |
3 | |
11 | |
4 | struct pixelOut { |
12 | struct pixelOut { |
5 | float4 col : COLOR; |
13 | float4 col : COLOR; |
6 | }; |
14 | }; |
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15 | |
7 | // pixel shader |
16 | // pixel shader |
8 | pixelOut mainPS(vertexOut IN, // input from vertex shade |
17 | pixelOut main(vertexOut IN // input from vertex shade |
9 | uniform float SpecExpon, // constant parameters fro |
18 | //uniform float SpecExpon, // constant parameters fro |
10 | uniform float4 AmbiColor, // application |
19 | //uniform float4 AmbiColor, // application |
11 | uniform float4 SurfColor, |
20 | //uniform float4 SurfColor, |
12 | uniform float4 LightColor |
21 | //uniform float4 LightColor |
13 | ) |
22 | ) |
14 | { |
23 | { |
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24 | float SpecExpon = 100; |
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25 | float4 AmbiColor = { 0.5, 0, 0, 1 }; |
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26 | float4 SurfColor = { 0, 0.5, 0, 1 }; |
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27 | float4 LightColor = { 1, 1, 1, 1 }; |
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28 | |
15 | pixelOut OUT; // output of the pixel shader |
29 | pixelOut OUT; // output of the pixel shader |
16 | float3 Ln = normalize(IN.LightVec); |
30 | float3 Ln = normalize(IN.LightVec); |
17 | float3 Nn = normalize(IN.WorldNormal); |
31 | float3 Nn = normalize(IN.WorldNormal); |
18 | float3 Vn = normalize(IN.WorldView); |
32 | float3 Vn = normalize(IN.WorldView); |
19 | float3 Hn = normalize(Vn + |
33 | float3 Hn = normalize(Vn + Ln); |
20 | // scalar product between light and normal vectors: |
34 | // scalar product between light and normal vectors: |
21 | float ldn = dot(Ln,Nn); |
35 | float ldn = dot(Ln,Nn); |
22 | // scalar product between halfway and normal vectors: |
36 | // scalar product between halfway and normal vectors: |
23 | float hdn = dot(Hn,Nn); |
37 | float hdn = dot(Hn,Nn); |
24 | // specialized "lit" function computes weights for |
38 | // specialized "lit" function computes weights for |
25 | // diffuse and specular parts: |
39 | // diffuse and specular parts: |
26 | float4 litV = lit(ldn,hdn,SpecExpon); |
40 | float4 litV = lit(ldn,hdn,SpecExpon); |
27 | float4 diffContrib = |
41 | OUT.col = litV.x * AmbiColor + litV.y * SurfColor + litV.z * LightColor; |
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42 | return OUT; |
28 | SurfColor * ( litV.y * LightColor + AmbiColor); |
43 | float4 diffContrib = SurfColor * ( litV.y * LightColor + AmbiColor); |
29 | float4 specContrib = litV.y*litV.z * LightColor; |
44 | float4 specContrib = litV.y*litV.z * LightColor; |
30 | // sum of diffuse and specular contributions: |
45 | // sum of diffuse and specular contributions: |
31 | float4 result = diffContrib + specContrib; |
46 | float4 result = diffContrib + specContrib; |
32 | OUT.col = result; |
47 | OUT.col = result + AmbiColor; |
33 | return OUT; // output of pixel shader |
48 | return OUT; // output of pixel shader |
34 | } |
49 | } |
35 | |
50 | |