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/cvs/libgender/fsh.cg
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Comparing libgender/fsh.cg (file contents):
Revision 1.8 by root, Tue Oct 5 10:28:49 2004 UTC vs.
Revision 1.19 by root, Sun Oct 10 02:40:18 2004 UTC

2 float4 HPosition : POSITION; 2 float4 HPosition : POSITION;
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;
8 float3 test1 : TEXCOORD5;
9 float3 test2 : TEXCOORD6;
7}; 10};
8 11
9struct pixelOut { 12struct pixelOut {
10 float4 col : COLOR; 13 float4 col : COLOR;
11}; 14};
12 15
13pixelOut main(vertexOut IN) 16pixelOut main(vertexOut IN, uniform sampler2D Texture)
14{ 17{
15 pixelOut OUT; // output of the pixel shader 18 pixelOut OUT;
16 19
17 float SpecExpon = 120; 20 half SpecExpon = 200;
21 float4 AmbiColor = { 0.9, 0.9, 0.9, 1.0 };
18 float4 LightColor = { 1, 1, 1, 1 }; 22 float4 LightColor = { 1, 1, 1, 1 };
23 float4 diffuse_color = tex2D (Texture, IN.TexCoord.xy);
19 24
20 float3 Ln = IN.LightVec; 25 half3 Ln = normalize (IN.LightVec);
21 float3 Nn = IN.WorldNormal; 26 half3 Nn = normalize (IN.WorldNormal);
22 float3 Vn = IN.EyeVec; 27 half3 Vn = normalize (IN.WorldView);
28
29 half3 Hn = normalize (Ln + Vn);
30 half ldn = dot (Ln, Nn);
31 half hdn = dot (Hn, Nn);
23 32
24 float3 Hn = 0.5 * (Ln + Vn);
25 float ldn = dot (Ln, Nn);
26 float hdn = dot (Hn, Nn);
27
28 // specialized "lit" function computes weights for
29 // diffuse and specular parts:
30 float4 litV = lit (ldn, hdn, SpecExpon); 33 half4 litV = lit (ldn, hdn, SpecExpon);
31 float4 diffContrib = glstate.material.diffuse * (litV.y * LightColor + glstate.lightmodel.ambient); 34 half4 diffContrib = diffuse_color * ((litV.y + 0.8) * LightColor + glstate.lightmodel.ambient);
32 float4 specContrib = litV.y * litV.z * LightColor; 35 half4 specContrib = litV.y * litV.z * LightColor;
33 float4 result = diffContrib + specContrib; 36 half4 result = diffContrib + specContrib;
37 //half4 result = diffuse_color * litV.y + LightColor * litV.z;
34 38
35 OUT.col = result; 39 OUT.col = result;
36 return OUT; // output of pixel shader 40 return OUT;
37} 41}
38 42

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