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3 | float4 TexCoord : TEXCOORD0; |
3 | float4 TexCoord : TEXCOORD0; |
4 | float3 LightVec : TEXCOORD1; |
4 | float3 LightVec : TEXCOORD1; |
5 | float3 EyeVec : TEXCOORD2; |
5 | float3 EyeVec : TEXCOORD2; |
6 | float3 WorldNormal : TEXCOORD3; |
6 | float3 WorldNormal : TEXCOORD3; |
7 | float3 WorldView : TEXCOORD4; |
7 | float3 WorldView : TEXCOORD4; |
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8 | float3 test1 : TEXCOORD5; |
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9 | float3 test2 : TEXCOORD6; |
8 | }; |
10 | }; |
9 | |
11 | |
10 | struct pixelOut { |
12 | struct pixelOut { |
11 | float4 col : COLOR; |
13 | float4 col : COLOR; |
12 | }; |
14 | }; |
13 | |
15 | |
14 | pixelOut main(vertexOut IN) |
16 | pixelOut main(vertexOut IN, uniform sampler2D Texture) |
15 | { |
17 | { |
16 | pixelOut OUT; |
18 | pixelOut OUT; |
17 | |
19 | |
18 | half SpecExpon = 200; |
20 | half SpecExpon = 200; |
19 | 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); |
20 | |
23 | |
21 | half3 Ln = normalize (IN.LightVec); |
24 | half3 Ln = normalize (IN.LightVec); |
22 | half3 Nn = normalize (IN.WorldNormal); |
25 | half3 Nn = normalize (IN.WorldNormal); |
23 | half3 Vn = normalize (IN.WorldView); |
26 | half3 Vn = normalize (IN.WorldView); |
24 | |
27 | |
25 | half3 Hn = normalize (Ln + Vn); |
28 | half3 Hn = normalize (Ln + Vn); |
26 | half ldn = dot (Ln, Nn); |
29 | half ldn = dot (Ln, Nn); |
27 | half hdn = dot (Hn, Nn); |
30 | half hdn = dot (Hn, Nn); |
28 | |
31 | |
29 | // specialized "lit" function computes weights for |
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30 | // diffuse and specular parts: |
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31 | half4 litV = lit (ldn, hdn, SpecExpon); |
32 | half4 litV = lit (ldn, hdn, SpecExpon); |
32 | half4 diffContrib = glstate.material.diffuse * (litV.y * LightColor + glstate.lightmodel.ambient); |
33 | half4 diffContrib = diffuse_color * ((litV.y + 0.3) * LightColor + glstate.lightmodel.ambient); |
33 | half4 specContrib = litV.y * litV.z * LightColor; |
34 | half4 specContrib = litV.y * litV.z * LightColor; |
34 | half4 result = diffContrib + specContrib; |
35 | half4 result = diffContrib + specContrib; |
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36 | //half4 result = diffuse_color * litV.y + LightColor * litV.z; |
35 | |
37 | |
36 | OUT.col = result; |
38 | OUT.col = result; |
37 | return OUT; |
39 | return OUT; |
38 | } |
40 | } |
39 | |
41 | |