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 = 100; |
20 | half SpecExpon = 200; |
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 }; |
21 | float4 LightColor = { 1, 1, 1, 1 }; |
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22 | float4 diffuse_color = tex2D (Texture, IN.TexCoord.xy); |
28 | |
23 | |
29 | pixelOut OUT; // output of the pixel shader |
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30 | float3 Ln = normalize(IN.LightVec); |
24 | half3 Ln = normalize (IN.LightVec); |
31 | float3 Nn = normalize(IN.WorldNormal); |
25 | half3 Nn = normalize (IN.WorldNormal); |
32 | float3 Vn = normalize(IN.WorldView); |
26 | half3 Vn = normalize (IN.WorldView); |
33 | float3 Hn = normalize(Vn + Ln); |
27 | |
34 | // scalar product between light and normal vectors: |
28 | half3 Hn = normalize (Ln + Vn); |
35 | float ldn = dot(Ln,Nn); |
29 | half ldn = dot (Ln, Nn); |
36 | // scalar product between halfway and normal vectors: |
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37 | float hdn = dot(Hn,Nn); |
30 | half hdn = dot (Hn, Nn); |
38 | // specialized "lit" function computes weights for |
31 | |
39 | // diffuse and specular parts: |
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40 | float4 litV = lit(ldn,hdn,SpecExpon); |
32 | half4 litV = lit (ldn, hdn, SpecExpon); |
41 | OUT.col = litV.x * AmbiColor + litV.y * SurfColor + litV.z * LightColor; |
33 | half4 diffContrib = diffuse_color * ((litV.y + 0.1) * LightColor + glstate.lightmodel.ambient); |
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34 | half4 specContrib = litV.y * litV.z * LightColor; |
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35 | half4 result = diffContrib + specContrib; |
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36 | //half4 result = diffuse_color * litV.y + LightColor * litV.z; |
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37 | |
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38 | OUT.col = result; |
42 | return OUT; |
39 | return OUT; |
43 | float4 diffContrib = SurfColor * ( litV.y * LightColor + AmbiColor); |
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44 | float4 specContrib = litV.y*litV.z * LightColor; |
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45 | // sum of diffuse and specular contributions: |
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46 | float4 result = diffContrib + specContrib; |
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47 | OUT.col = result + AmbiColor; |
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48 | return OUT; // output of pixel shader |
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49 | } |
40 | } |
50 | |
41 | |