… | |
… | |
28 | float3 Ln = normalize(IN.LightVec); |
28 | float3 Ln = normalize(IN.LightVec); |
29 | float3 Nn = normalize(IN.WorldNormal); |
29 | float3 Nn = normalize(IN.WorldNormal); |
30 | float3 Vn = normalize(IN.WorldView); |
30 | float3 Vn = normalize(IN.WorldView); |
31 | float3 Hn = normalize(Vn + Ln); |
31 | float3 Hn = normalize(Vn + Ln); |
32 | // scalar product between light and normal vectors: |
32 | // scalar product between light and normal vectors: |
33 | float ldn = dot(Ln,Nn); |
33 | float ldn = abs(dot(Ln,Nn)); |
34 | // scalar product between halfway and normal vectors: |
34 | // scalar product between halfway and normal vectors: |
35 | float hdn = dot(Hn,Nn); |
35 | float hdn = abs(dot(Hn,Nn)); |
36 | // specialized "lit" function computes weights for |
36 | // specialized "lit" function computes weights for |
37 | // diffuse and specular parts: |
37 | // diffuse and specular parts: |
38 | float4 litV = lit(ldn,hdn,SpecExpon); |
38 | float4 litV = lit(ldn,hdn,SpecExpon); |
39 | float4 diffContrib = glstate.material.diffuse * ( litV.y * LightColor + glstate.lightmodel.ambient); |
39 | float4 diffContrib = glstate.material.diffuse * ( litV.y * LightColor + glstate.lightmodel.ambient); |
40 | float4 specContrib = litV.y*litV.z * LightColor; |
40 | float4 specContrib = litV.y*litV.z * LightColor; |