[65] | 1 | #include "res/shaders/lights.cg"
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| 2 | float4x4 mvp : ModelViewProjection;
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| 3 | float4x4 mv : ModelView;
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| 4 | float4x4 mvit : ModelViewIT;
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| 5 |
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| 6 |
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| 7 | sampler2D diffuse <string fileName = "stone.jpg";> = sampler_state {
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| 8 | minFilter = Linear;
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| 9 | magFilter = Linear;
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| 10 | wrapS = Repeat;
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| 11 | wrapT = Repeat;
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| 12 | };
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| 13 | sampler2D normal<string fileName = "normal.tga";> = sampler_state {
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| 14 | generateMipMap = true;
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| 15 | minFilter = Linear;
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| 16 | magFilter = Linear;
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| 17 | wrapS = Repeat;
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| 18 | wrapT = Repeat;
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| 19 | };
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| 20 |
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| 21 | float4 vertex(uniform float4x4 modelViewProj,
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| 22 | uniform float4x4 modelView,
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| 23 | uniform float4x4 modelViewIT,
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| 24 | float4 P : POSITION,
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| 25 | float4 N : NORMAL,
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| 26 | float2 uvIn : TEXCOORD0,
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| 27 | in float4 Cin : COLOR0,
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| 28 | out float4 CC : COLOR0,
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| 29 | out float3 Pcam : TEXCOORD1,
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| 30 | out float3 Ncam : TEXCOORD2,
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| 31 | out float2 uv : TEXCOORD0) : POSITION
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| 32 | {
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| 33 | CC.xyz = normalize(N.xyz);
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| 34 | Pcam = mul(modelView, P).xyz;
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| 35 | Ncam = mul(modelViewIT, N).xyz;
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| 36 | //float3x3 rotation = (float3x3)modelView;
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| 37 | //Ncam.xyz = mul(rotation,N.xyz);
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| 38 |
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| 39 | uv = uvIn;
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| 40 | return mul(modelViewProj, P);
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| 41 | }
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| 42 |
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| 43 | float3 expand(float3 v) { return (v-0.5)*2; }
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| 44 |
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| 45 | float4 light( float4 col: COLOR0,
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| 46 | in float3 texcoord,
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| 47 | float3 Pcam : TEXCOORD1,
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| 48 | float3 Ncam : TEXCOORD2) : COLOR
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| 49 | {
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| 50 | float3 tan = normalize(col.xyz);
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| 51 | float3 wo = normalize(-Pcam);
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| 52 | float3 result;// = ambient;
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| 53 | float3 Nn = normalize(Ncam);
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| 54 | float3 biNorm = normalize(cross(tan,Nn));
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| 55 | float3x3 toTexture = transpose(float3x3(tan,biNorm,Nn));
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| 56 |
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| 57 | Nn = mul(toTexture,expand(tex2D(normal,texcoord)));
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| 58 |
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| 59 |
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| 60 | float3 scolor = float3(1.0,1.0,1.0);
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| 61 | float3 Ln = normalize(float3(0,0,-1)-Pcam);
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| 62 | float3 lcolor = float3(1,1,1);
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| 63 | float3 Hn = normalize(wo + Ln);
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| 64 | float ldn = dot(Ln,Nn);
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| 65 | float hdn = dot(Hn,Nn);
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| 66 | float4 litV = lit(ldn, hdn, 32);
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| 67 |
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| 68 | result = tex2D(diffuse ,texcoord)*litV.y;
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| 69 | return float4(result, 1.);
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| 70 | }
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| 71 |
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| 72 | technique stone <string target = "both";>
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| 73 | {
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| 74 | pass p0
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| 75 | {
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| 76 | VertexProgram = compile arbvp1 vertex(mvp, mv, mvit);
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| 77 | FragmentProgram = compile arbfp1 light();
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| 78 |
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| 79 | }
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| 80 | } |
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