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/cvs/libgender/fsh.cg
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Comparing libgender/fsh.cg (file contents):
Revision 1.3 by root, Tue Oct 5 07:35:26 2004 UTC vs.
Revision 1.15 by root, Wed Oct 6 09:41:48 2004 UTC

1// final pixel output:
2// data from pixel shader to frame buffer
3struct vertexOut { 1struct 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;
5 float3 EyeVec : TEXCOORD2;
7 float3 WorldNormal : TEXCOORD2; 6 float3 WorldNormal : TEXCOORD3;
8 float3 WorldPos : TEXCOORD3;
9 float3 WorldView : TEXCOORD4; 7 float3 WorldView : TEXCOORD4;
10}; 8};
11 9
12struct pixelOut { 10struct pixelOut {
13 float4 col : COLOR; 11 float4 col : COLOR;
14}; 12};
15 13
16// pixel shader 14pixelOut main(vertexOut IN, uniform sampler2D Texture)
17pixelOut main(vertexOut IN // input from vertex shade
18 //uniform float SpecExpon, // constant parameters fro
19 //uniform float4 AmbiColor, // application
20 //uniform float4 SurfColor,
21 //uniform float4 LightColor
22 )
23{ 15{
16 pixelOut OUT;
17
24 float SpecExpon = 100; 18 half SpecExpon = 200;
25 float4 AmbiColor = { 0.5, 0, 0, 1 }; 19 float4 AmbiColor = { 0.5, 0.5, 0.5, 1.0 };
26 float4 SurfColor = { 0, 0.5, 0, 1 };
27 float4 LightColor = { 1, 1, 1, 1 }; 20 float4 LightColor = { 1, 1, 1, 1 };
21 float4 diffuse_color = tex2D (Texture, IN.TexCoord.xy);
28 22
29 pixelOut OUT; // output of the pixel shader
30 float3 Ln = normalize(IN.LightVec); 23 half3 Ln = normalize (IN.LightVec);
31 float3 Nn = normalize(IN.WorldNormal); 24 half3 Nn = normalize (IN.WorldNormal);
32 float3 Vn = normalize(IN.WorldView); 25 half3 Vn = normalize (IN.WorldView);
33 float3 Hn = normalize(Vn + Ln); 26
34 // scalar product between light and normal vectors: 27 half3 Hn = normalize (Ln + Vn);
35 float ldn = dot(Ln,Nn); 28 half ldn = dot (Ln, Nn);
36 // scalar product between halfway and normal vectors:
37 float hdn = dot(Hn,Nn); 29 half hdn = dot (Hn, Nn);
38 // specialized "lit" function computes weights for 30
39 // diffuse and specular parts:
40 float4 litV = lit(ldn,hdn,SpecExpon); 31 half4 litV = lit (ldn, hdn, SpecExpon);
41 OUT.col = litV.x * AmbiColor + litV.y * SurfColor + litV.z * LightColor; 32 //half4 diffContrib = glstate.material.diffuse * (litV.y * LightColor + glstate.lightmodel.ambient);
33 //half4 specContrib = litV.y * litV.z * LightColor;
34 //half4 result = diffContrib + specContrib;
35 half4 result = diffuse_color * litV.y + LightColor * litV.z;
36 // half4 result = AmbiColor + glstate.material.diffuse * litV.y + LightColor * litV.z;
37
38 OUT.col = result;
42 return OUT; 39 return OUT;
43 float4 diffContrib = SurfColor * ( litV.y * LightColor + AmbiColor);
44 float4 specContrib = litV.y*litV.z * LightColor;
45 // sum of diffuse and specular contributions:
46 float4 result = diffContrib + specContrib;
47 OUT.col = result + AmbiColor;
48 return OUT; // output of pixel shader
49} 40}
50 41

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