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// final pixel output: |
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// data from pixel shader to frame buffer |
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struct vertexOut { |
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float4 HPosition : POSITION; |
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float4 TexCoord : TEXCOORD0; |
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float3 LightVec : TEXCOORD1; |
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float3 WorldNormal : TEXCOORD2; |
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float3 WorldPos : TEXCOORD3; |
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float3 WorldView : TEXCOORD4; |
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}; |
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|
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struct pixelOut { |
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float4 col : COLOR; |
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}; |
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|
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// pixel shader |
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pixelOut main(vertexOut IN // input from vertex shade |
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//uniform float SpecExpon, // constant parameters fro |
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//uniform float4 AmbiColor, // application |
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//uniform float4 SurfColor, |
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//uniform float4 LightColor |
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) |
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{ |
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float SpecExpon = 100; |
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float4 AmbiColor = { 0.5, 0, 0, 1 }; |
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float4 SurfColor = { 0, 0.5, 0, 1 }; |
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float4 LightColor = { 1, 1, 1, 1 }; |
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|
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pixelOut OUT; // output of the pixel shader |
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float3 Ln = normalize(IN.LightVec); |
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float3 Nn = normalize(IN.WorldNormal); |
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float3 Vn = normalize(IN.WorldView); |
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float3 Hn = normalize(Vn + Ln); |
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// scalar product between light and normal vectors: |
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float ldn = dot(Ln,Nn); |
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// scalar product between halfway and normal vectors: |
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float hdn = dot(Hn,Nn); |
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// specialized "lit" function computes weights for |
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// diffuse and specular parts: |
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float4 litV = lit(ldn,hdn,SpecExpon); |
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OUT.col = litV.x * AmbiColor + litV.y * SurfColor + litV.z * LightColor; |
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return OUT; |
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float4 diffContrib = SurfColor * ( litV.y * LightColor + AmbiColor); |
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float4 specContrib = litV.y*litV.z * LightColor; |
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// sum of diffuse and specular contributions: |
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float4 result = diffContrib + specContrib; |
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OUT.col = result + AmbiColor; |
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return OUT; // output of pixel shader |
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} |
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