… | |
… | |
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 }; |
25 | float4 AmbiColor = { 0.5, 0, 0, 1 }; |
26 | float4 SurfColor = { 0, 0.5, 0, 1 }; |
26 | float4 SurfColor = { 0, 0.5, 0, 1 }; |
27 | float4 LightColor = { 1, 1, 1, 1 }; |
27 | float4 LightColor = { 0.5, 0.5, 0.5, 1 }; |
28 | |
28 | |
29 | pixelOut OUT; // output of the pixel shader |
29 | pixelOut OUT; // output of the pixel shader |
30 | float3 Ln = normalize(IN.LightVec); |
30 | float3 Ln = normalize(IN.LightVec); |
31 | float3 Nn = normalize(IN.WorldNormal); |
31 | float3 Nn = normalize(IN.WorldNormal); |
32 | float3 Vn = normalize(IN.WorldView); |
32 | float3 Vn = normalize(IN.WorldView); |
… | |
… | |
36 | // scalar product between halfway and normal vectors: |
36 | // scalar product between halfway and normal vectors: |
37 | float hdn = dot(Hn,Nn); |
37 | float hdn = dot(Hn,Nn); |
38 | // specialized "lit" function computes weights for |
38 | // specialized "lit" function computes weights for |
39 | // diffuse and specular parts: |
39 | // diffuse and specular parts: |
40 | float4 litV = lit(ldn,hdn,SpecExpon); |
40 | float4 litV = lit(ldn,hdn,SpecExpon); |
41 | OUT.col = litV.x * AmbiColor + litV.y * SurfColor + litV.z * LightColor; |
41 | OUT.col = litV.y * SurfColor + litV.z * LightColor; |
42 | return OUT; |
42 | return OUT; |
43 | float4 diffContrib = SurfColor * ( litV.y * LightColor + AmbiColor); |
43 | float4 diffContrib = SurfColor * ( litV.y * LightColor + AmbiColor); |
44 | float4 specContrib = litV.y*litV.z * LightColor; |
44 | float4 specContrib = litV.y*litV.z * LightColor; |
45 | // sum of diffuse and specular contributions: |
45 | // sum of diffuse and specular contributions: |
46 | float4 result = diffContrib + specContrib; |
46 | float4 result = diffContrib + specContrib; |