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; |
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10 | }; |
7 | }; |
11 | |
8 | |
12 | struct pixelOut { |
9 | struct pixelOut { |
13 | float4 col : COLOR; |
10 | float4 col : COLOR; |
14 | }; |
11 | }; |
15 | |
12 | |
16 | // pixel shader |
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17 | pixelOut main(vertexOut IN) |
13 | pixelOut main(vertexOut IN) |
18 | { |
14 | { |
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15 | pixelOut OUT; // output of the pixel shader |
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16 | |
19 | float SpecExpon = 120; |
17 | float SpecExpon = 120; |
20 | float4 LightColor = { 1, 1, 1, 1 }; |
18 | float4 LightColor = { 1, 1, 1, 1 }; |
21 | |
19 | |
22 | pixelOut OUT; // output of the pixel shader |
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23 | float3 Ln = normalize(IN.LightVec); |
20 | float3 Ln = IN.LightVec; |
24 | float3 Nn = normalize(IN.WorldNormal); |
21 | float3 Nn = IN.WorldNormal; |
25 | float3 Vn = (IN.WorldView); |
22 | float3 Vn = IN.EyeVec; |
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23 | |
26 | float3 Hn = 0.5 * (Vn + Ln); |
24 | float3 Hn = 0.5 * (Ln + Vn); |
27 | // scalar product between light and normal vectors: |
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28 | float ldn = abs(dot(Ln,Nn)); |
25 | float ldn = dot (Ln, Nn); |
29 | // scalar product between halfway and normal vectors: |
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30 | float hdn = abs(dot(Hn,Nn)); |
26 | float hdn = dot (Hn, Nn); |
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27 | |
31 | // specialized "lit" function computes weights for |
28 | // specialized "lit" function computes weights for |
32 | // diffuse and specular parts: |
29 | // diffuse and specular parts: |
33 | float4 litV = lit(ldn,hdn,SpecExpon); |
30 | float4 litV = lit (ldn, hdn, SpecExpon); |
34 | float4 diffContrib = glstate.material.diffuse * ( litV.y * LightColor + glstate.lightmodel.ambient); |
31 | float4 diffContrib = glstate.material.diffuse * (litV.y * LightColor + glstate.lightmodel.ambient); |
35 | float4 specContrib = litV.y*litV.z * LightColor; |
32 | float4 specContrib = litV.y * litV.z * LightColor; |
36 | // sum of diffuse and specular contributions: |
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37 | float4 result = diffContrib + specContrib; |
33 | float4 result = diffContrib + specContrib; |
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34 | |
38 | OUT.col = result; |
35 | OUT.col = result; |
39 | return OUT; // output of pixel shader |
36 | return OUT; |
40 | } |
37 | } |
41 | |
38 | |