1 | float4x4 mvp : ModelViewProjection;
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2 | float4x4 mv : ModelView;
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3 | float4x4 mvit : ModelViewIT;
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4 | float3 refFactor = float3(1.1,1.3,1.5);
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5 | float fresOffset = 0.1;
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6 | float fresScale = 0.3;
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7 | float fresPower = 0.2;
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8 |
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9 | samplerCUBE skybox : SKYBOX;
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10 | string jointGeo = "cylinder.obj";
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11 | sampler2D normal<string fileName = "normal.tga";> = sampler_state {
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12 | generateMipMap = true;
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13 | minFilter = Linear;
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14 | magFilter = Linear;
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15 | wrapS = Repeat;
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16 | wrapT = Repeat;
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17 | };
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18 |
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19 | float3 expand(float3 v) { return (v-0.5)*2; }
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20 | float4 vertex(uniform float4x4 modelViewProj,
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21 | uniform float4x4 modelView,
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22 | uniform float4x4 modelViewIT,
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23 | float4 P : POSITION,
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24 | float4 N : NORMAL,
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25 | float2 uvIn : TEXCOORD0,
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26 | in float4 Cin : COLOR0,
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27 |
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28 | out float3 CC : COLOR0,
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29 | out float2 uv : TEXCOORD0,
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30 | out float3 Pcam : TEXCOORD1,
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31 | out float3 Ncam : TEXCOORD2) : POSITION
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32 | {
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33 | CC.xyz = normalize(N.xyz);
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34 | uv = uvIn;
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35 | Pcam = mul(modelView, P).xyz;
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36 | Ncam = mul(modelViewIT, N).xyz;
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37 | return mul(modelViewProj, P);
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38 | }
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39 |
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40 |
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41 | float4 light( uniform float4 col,
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42 | in float3 texcoord,
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43 | float3 Pcam : TEXCOORD1,
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44 | float3 Ncam : TEXCOORD2) : COLOR
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45 | {
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46 | float3 tan = normalize(col.xyz);
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47 | float3 wo = normalize(-Pcam);
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48 | float3 result;// = ambient;
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49 | float3 Nn = normalize(Ncam);
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50 | float3 Nn2 = Nn;
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51 | float3 biNorm = normalize(cross(tan,Nn));
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52 | float3x3 toTexture = transpose(float3x3(tan,biNorm,Nn));
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53 |
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54 | Nn = mul(toTexture,expand(tex2D(normal,texcoord)));
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55 | Nn = normalize(Nn+2*Nn2);
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56 |
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57 | float3 r, tred, tblue, tgreen;
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58 | r = reflect(Pcam,Nn);
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59 | tred = refract(Pcam,Nn,refFactor.r);
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60 | tgreen = refract(Pcam,Nn,refFactor.g);
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61 | tblue = refract(Pcam,Nn,refFactor.b);
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62 |
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63 | r = texCUBE(skybox,r.rgb).rgb;
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64 | col.r = texCUBE(skybox,tred).r;
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65 | col.g = texCUBE(skybox,tred).g;
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66 | col.b = texCUBE(skybox,tred).b;
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67 | float fres = fresOffset + fresScale * pow(1 + dot(normalize(Pcam), Nn),
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68 | fresPower );
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69 | //col.rgb = r.rgb;
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70 | return float4(lerp(col.rgb, r.rgb, fres).rgb,1);
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71 | //return col;
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72 | }
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73 |
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74 | technique red <string target = "joints";>
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75 | {
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76 | pass p0
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77 | {
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78 | VertexProgram = compile arbvp1 vertex(mvp, mv, mvit);
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79 | FragmentProgram = compile arbfp1 light(float4(1.0, 0.0 ,0.0 ,1.0));
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80 |
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81 | }
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82 | }
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83 |
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84 | technique red <string target = "parts";>
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85 | {
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86 | pass p0
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87 | {
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88 | VertexProgram = compile arbvp1 vertex(mvp, mv, mvit);
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89 | FragmentProgram = compile arbfp1 light(float4(0.0, 1.0 ,0.0 ,1.0));
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90 |
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91 | }
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92 | } |
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