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12 | struct pixelOut { |
12 | struct pixelOut { |
13 | float4 col : COLOR; |
13 | float4 col : COLOR; |
14 | }; |
14 | }; |
15 | |
15 | |
16 | // pixel shader |
16 | // pixel shader |
17 | pixelOut main(vertexOut IN // input from vertex shade |
17 | pixelOut main(vertexOut IN) |
18 | //uniform float SpecExpon, // constant parameters fro |
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19 | //uniform float4 AmbiColor, // application |
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20 | //uniform float4 SurfColor, |
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21 | //uniform float4 LightColor |
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22 | ) |
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23 | { |
18 | { |
24 | float SpecExpon = 120; |
19 | float SpecExpon = 120; |
25 | float4 LightColor = { 1, 1, 1, 1 }; |
20 | float4 LightColor = { 1, 1, 1, 1 }; |
26 | |
21 | |
27 | pixelOut OUT; // output of the pixel shader |
22 | pixelOut OUT; // output of the pixel shader |
28 | float3 Ln = normalize(IN.LightVec); |
23 | float3 Ln = normalize(IN.LightVec); |
29 | float3 Nn = normalize(IN.WorldNormal); |
24 | float3 Nn = normalize(IN.WorldNormal); |
30 | float3 Vn = normalize(IN.WorldView); |
25 | float3 Vn = (IN.WorldView); |
31 | float3 Hn = normalize(Vn + Ln); |
26 | float3 Hn = 0.5 * (Vn + Ln); |
32 | // scalar product between light and normal vectors: |
27 | // scalar product between light and normal vectors: |
33 | float ldn = abs(dot(Ln,Nn)); |
28 | float ldn = abs(dot(Ln,Nn)); |
34 | // scalar product between halfway and normal vectors: |
29 | // scalar product between halfway and normal vectors: |
35 | float hdn = abs(dot(Hn,Nn)); |
30 | float hdn = abs(dot(Hn,Nn)); |
36 | // specialized "lit" function computes weights for |
31 | // specialized "lit" function computes weights for |