[65] | 1 | #include "res/shaders/lights.cg"
|
---|
| 2 | float4x4 mvp : ModelViewProjection;
|
---|
| 3 | float4x4 mv : ModelView;
|
---|
| 4 | float4x4 mvit : ModelViewIT;
|
---|
| 5 |
|
---|
| 6 |
|
---|
| 7 | sampler2D greenTex <string fileName = "green2.png";> = sampler_state {
|
---|
| 8 | minFilter = Linear;
|
---|
| 9 | magFilter = Linear;
|
---|
| 10 | wrapS = Repeat;
|
---|
| 11 | wrapT = Repeat;
|
---|
| 12 | };
|
---|
| 13 | sampler2D green2Tex<string fileName = "green4.png";> = sampler_state {
|
---|
| 14 | generateMipMap = true;
|
---|
| 15 | minFilter = Linear;
|
---|
| 16 | magFilter = Linear;
|
---|
| 17 | wrapS = Repeat;
|
---|
| 18 | wrapT = Repeat;
|
---|
| 19 | };
|
---|
| 20 |
|
---|
| 21 |
|
---|
| 22 | float4 vertex(uniform float offset,
|
---|
| 23 | float4 P : POSITION,
|
---|
| 24 | float4 N : NORMAL,
|
---|
| 25 | float2 uvIn : TEXCOORD0,
|
---|
| 26 | in float4 Cin : COLOR0,
|
---|
| 27 | out float4 CC : COLOR0,
|
---|
| 28 | out float3 Pcam : TEXCOORD1,
|
---|
| 29 | out float3 Ncam : TEXCOORD2,
|
---|
| 30 | out float2 uv : TEXCOORD0) : POSITION
|
---|
| 31 | {
|
---|
| 32 | CC.xyz = normalize(N.xyz);
|
---|
| 33 | float4 vert = P + N*offset;
|
---|
| 34 | Pcam = mul(mv, vert).xyz;
|
---|
| 35 | Ncam = mul(mvit, N).xyz;
|
---|
| 36 | uv = uvIn;
|
---|
| 37 | return mul(mvp, vert);
|
---|
| 38 | }
|
---|
| 39 |
|
---|
| 40 | float4 line( float4 col: COLOR0,
|
---|
| 41 | in float3 texcoord,
|
---|
| 42 | float3 Pcam : TEXCOORD1,
|
---|
| 43 | float3 Ncam : TEXCOORD2) : COLOR
|
---|
| 44 | {
|
---|
| 45 | float3 tan = normalize(col.xyz);
|
---|
| 46 | float3 wo = normalize(-Pcam);
|
---|
| 47 | float3 Nn = normalize(Ncam);
|
---|
| 48 | float d = abs(dot(Nn,wo));
|
---|
| 49 | float3 result;
|
---|
| 50 | if (d < 0.3)
|
---|
| 51 | return float4(0,0,0,1);
|
---|
| 52 | else
|
---|
| 53 | discard;
|
---|
| 54 | }
|
---|
| 55 |
|
---|
| 56 | float4 light( uniform float4 col,
|
---|
| 57 | in float3 texcoord,
|
---|
| 58 | float3 Pcam : TEXCOORD1,
|
---|
| 59 | float3 Ncam : TEXCOORD2) : COLOR
|
---|
| 60 | {
|
---|
| 61 | float3 wo = normalize(-Pcam);
|
---|
| 62 | float4 result;// = ambient;
|
---|
| 63 | float3 Nn = normalize(Ncam);
|
---|
| 64 |
|
---|
| 65 | float4 scolor = float4(1.0,1.0,1.0,1.0);
|
---|
| 66 | float3 Ln = normalize(float3(0,0,-1)-Pcam);
|
---|
| 67 | float3 lcolor = float3(1,1,1);
|
---|
| 68 | float3 Hn = normalize(wo + Ln);
|
---|
| 69 | float ldn = dot(Ln,Nn);
|
---|
| 70 | float hdn = dot(Hn,Nn);
|
---|
| 71 | float4 litV = lit(ldn, hdn, 32);
|
---|
| 72 |
|
---|
| 73 | float ds,ss;
|
---|
| 74 | if (litV.y > 0.5)
|
---|
| 75 | ds = 1.0;
|
---|
| 76 | else
|
---|
| 77 | ds = 0.3;
|
---|
| 78 |
|
---|
| 79 | if (litV.z > 0.5)
|
---|
| 80 | ss = 1.0;
|
---|
| 81 | else
|
---|
| 82 | ss = 0.0;
|
---|
| 83 | float lineS = abs(dot(wo,Nn));
|
---|
| 84 | if (lineS < 0.3)
|
---|
| 85 | lineS = 0;
|
---|
| 86 | else
|
---|
| 87 | lineS = 1.0;
|
---|
| 88 | result = col*ds + scolor*ss;
|
---|
| 89 | result *= lineS;
|
---|
| 90 | return result;
|
---|
| 91 | }
|
---|
| 92 |
|
---|
| 93 | technique parts <string target = "both";>
|
---|
| 94 | {
|
---|
| 95 | pass p0
|
---|
| 96 | {
|
---|
| 97 | VertexProgram = compile arbvp1 vertex(0.0f);
|
---|
| 98 | FragmentProgram = compile arbfp1 light(float4(1.0,0.0,0.0,1.0));
|
---|
| 99 |
|
---|
| 100 | }
|
---|
| 101 | /*
|
---|
| 102 | pass p1
|
---|
| 103 | {
|
---|
| 104 | LineWidth = 5.0;
|
---|
| 105 | CullFaceEnable = true;
|
---|
| 106 | PolygonMode = int2(FrontAndBack,Line);
|
---|
| 107 | VertexProgram = compile arbvp1 vertex(0.01f);
|
---|
| 108 | FragmentProgram = compile arbfp1 line();
|
---|
| 109 |
|
---|
| 110 | }
|
---|
| 111 | */
|
---|
| 112 | } |
---|