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19 | //uniform float4 AmbiColor, // application |
19 | //uniform float4 AmbiColor, // application |
20 | //uniform float4 SurfColor, |
20 | //uniform float4 SurfColor, |
21 | //uniform float4 LightColor |
21 | //uniform float4 LightColor |
22 | ) |
22 | ) |
23 | { |
23 | { |
24 | float SpecExpon = 100; |
24 | float SpecExpon = 120; |
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 }; |
25 | float4 LightColor = { 1, 1, 1, 1 }; |
28 | |
26 | |
29 | pixelOut OUT; // output of the pixel shader |
27 | pixelOut OUT; // output of the pixel shader |
30 | float3 Ln = normalize(IN.LightVec); |
28 | float3 Ln = normalize(IN.LightVec); |
31 | float3 Nn = normalize(IN.WorldNormal); |
29 | float3 Nn = normalize(IN.WorldNormal); |
32 | float3 Vn = normalize(IN.WorldView); |
30 | float3 Vn = normalize(IN.WorldView); |
33 | float3 Hn = normalize(Vn + Ln); |
31 | float3 Hn = normalize(Vn + Ln); |
34 | // scalar product between light and normal vectors: |
32 | // scalar product between light and normal vectors: |
35 | float ldn = dot(Ln,Nn); |
33 | float ldn = abs(dot(Ln,Nn)); |
36 | // scalar product between halfway and normal vectors: |
34 | // scalar product between halfway and normal vectors: |
37 | float hdn = dot(Hn,Nn); |
35 | float hdn = abs(dot(Hn,Nn)); |
38 | // specialized "lit" function computes weights for |
36 | // specialized "lit" function computes weights for |
39 | // diffuse and specular parts: |
37 | // diffuse and specular parts: |
40 | float4 litV = lit(ldn,hdn,SpecExpon); |
38 | float4 litV = lit(ldn,hdn,SpecExpon); |
41 | OUT.col = litV.x * AmbiColor + litV.y * SurfColor + litV.z * LightColor; |
39 | float4 diffContrib = glstate.material.diffuse * ( litV.y * LightColor + glstate.lightmodel.ambient); |
42 | return OUT; |
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43 | float4 diffContrib = SurfColor * ( litV.y * LightColor + AmbiColor); |
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44 | float4 specContrib = litV.y*litV.z * LightColor; |
40 | float4 specContrib = litV.y*litV.z * LightColor; |
45 | // sum of diffuse and specular contributions: |
41 | // sum of diffuse and specular contributions: |
46 | float4 result = diffContrib + specContrib; |
42 | float4 result = diffContrib + specContrib; |
47 | OUT.col = result + AmbiColor; |
43 | OUT.col = result; |
48 | return OUT; // output of pixel shader |
44 | return OUT; // output of pixel shader |
49 | } |
45 | } |
50 | |
46 | |