| 1 |
root |
1.1 |
// final pixel output: |
| 2 |
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// data from pixel shader to frame buffer |
| 3 |
root |
1.2 |
struct vertexOut { |
| 4 |
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float4 HPosition : POSITION; |
| 5 |
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float4 TexCoord : TEXCOORD0; |
| 6 |
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float3 LightVec : TEXCOORD1; |
| 7 |
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float3 WorldNormal : TEXCOORD2; |
| 8 |
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float3 WorldPos : TEXCOORD3; |
| 9 |
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float3 WorldView : TEXCOORD4; |
| 10 |
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}; |
| 11 |
root |
1.1 |
|
| 12 |
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struct pixelOut { |
| 13 |
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float4 col : COLOR; |
| 14 |
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}; |
| 15 |
root |
1.3 |
|
| 16 |
root |
1.1 |
// pixel shader |
| 17 |
root |
1.3 |
pixelOut main(vertexOut IN // input from vertex shade |
| 18 |
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//uniform float SpecExpon, // constant parameters fro |
| 19 |
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//uniform float4 AmbiColor, // application |
| 20 |
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//uniform float4 SurfColor, |
| 21 |
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//uniform float4 LightColor |
| 22 |
root |
1.1 |
) |
| 23 |
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{ |
| 24 |
root |
1.4 |
float SpecExpon = 120; |
| 25 |
root |
1.5 |
float4 LightColor = { 1, 1, 1, 1 }; |
| 26 |
root |
1.3 |
|
| 27 |
root |
1.1 |
pixelOut OUT; // output of the pixel shader |
| 28 |
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float3 Ln = normalize(IN.LightVec); |
| 29 |
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float3 Nn = normalize(IN.WorldNormal); |
| 30 |
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float3 Vn = normalize(IN.WorldView); |
| 31 |
root |
1.3 |
float3 Hn = normalize(Vn + Ln); |
| 32 |
root |
1.1 |
// scalar product between light and normal vectors: |
| 33 |
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float ldn = dot(Ln,Nn); |
| 34 |
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// scalar product between halfway and normal vectors: |
| 35 |
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float hdn = dot(Hn,Nn); |
| 36 |
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// specialized "lit" function computes weights for |
| 37 |
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// diffuse and specular parts: |
| 38 |
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float4 litV = lit(ldn,hdn,SpecExpon); |
| 39 |
root |
1.5 |
float4 diffContrib = glstate.material.diffuse * ( litV.y * LightColor + glstate.lightmodel.ambient); |
| 40 |
root |
1.1 |
float4 specContrib = litV.y*litV.z * LightColor; |
| 41 |
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// sum of diffuse and specular contributions: |
| 42 |
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float4 result = diffContrib + specContrib; |
| 43 |
root |
1.5 |
OUT.col = result; |
| 44 |
root |
1.1 |
return OUT; // output of pixel shader |
| 45 |
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} |
| 46 |
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