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/cvs/libgender/fsh.cg
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Comparing libgender/fsh.cg (file contents):
Revision 1.7 by root, Tue Oct 5 08:28:39 2004 UTC vs.
Revision 1.21 by root, Mon Oct 18 14:31:36 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;
8 float3 test1 : TEXCOORD5;
9 float3 test2 : TEXCOORD6;
10}; 10};
11 11
12struct pixelOut { 12struct pixelOut {
13 float4 col : COLOR; 13 float4 col : COLOR;
14}; 14};
15 15
16// pixel shader 16pixelOut main(vertexOut IN, uniform sampler2D Texture)
17pixelOut main(vertexOut IN)
18{ 17{
18 pixelOut OUT;
19
19 float SpecExpon = 120; 20 half SpecExpon = 200;
20 float4 LightColor = { 1, 1, 1, 1 }; 21 float4 LightColor = { 1, 1, 1, 1 };
22 float4 diffuse_color = tex2D (Texture, IN.TexCoord.xy);
21 23
22 pixelOut OUT; // output of the pixel shader
23 float3 Ln = normalize(IN.LightVec); 24 half3 Ln = normalize (IN.LightVec);
24 float3 Nn = normalize(IN.WorldNormal); 25 half3 Nn = normalize (IN.WorldNormal);
25 float3 Vn = (IN.WorldView); 26 half3 Vn = normalize (IN.WorldView);
26 float3 Hn = 0.5 * (Vn + Ln); 27
27 // scalar product between light and normal vectors: 28 half3 Hn = normalize (Ln + Vn);
28 float ldn = abs(dot(Ln,Nn)); 29 half ldn = dot (Ln, Nn);
29 // scalar product between halfway and normal vectors:
30 float hdn = abs(dot(Hn,Nn)); 30 half hdn = dot (Hn, Nn);
31 // specialized "lit" function computes weights for 31
32 // diffuse and specular parts:
33 float4 litV = lit(ldn,hdn,SpecExpon); 32 half4 litV = lit (ldn, hdn, SpecExpon);
34 float4 diffContrib = glstate.material.diffuse * ( litV.y * LightColor + glstate.lightmodel.ambient); 33 half4 diffContrib = diffuse_color * ((litV.y + 0.3) * LightColor + glstate.lightmodel.ambient);
35 float4 specContrib = litV.y*litV.z * LightColor; 34 half4 specContrib = litV.y * litV.z * LightColor;
36 // sum of diffuse and specular contributions:
37 float4 result = diffContrib + specContrib; 35 half4 result = diffContrib + specContrib;
36 //half4 result = diffuse_color * litV.y + LightColor * litV.z;
37
38 OUT.col = result; 38 OUT.col = result;
39 return OUT; // output of pixel shader 39 return OUT;
40} 40}
41 41

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