#include "res/shaders/lights.cg" float4x4 mvp : ModelViewProjection; float4x4 mv : ModelView; float4x4 mvit : ModelViewIT; sampler2D greenTex = sampler_state { minFilter = Linear; magFilter = Linear; wrapS = Repeat; wrapT = Repeat; }; sampler2D green2Tex = sampler_state { generateMipMap = true; minFilter = Linear; magFilter = Linear; wrapS = Repeat; wrapT = Repeat; }; float4 vertex(uniform float offset, float4 P : POSITION, float4 N : NORMAL, float2 uvIn : TEXCOORD0, in float4 Cin : COLOR0, out float4 CC : COLOR0, out float3 Pcam : TEXCOORD1, out float3 Ncam : TEXCOORD2, out float2 uv : TEXCOORD0) : POSITION { CC.xyz = normalize(N.xyz); float4 vert = P + N*offset; Pcam = mul(mv, vert).xyz; Ncam = mul(mvit, N).xyz; uv = uvIn; return mul(mvp, vert); } float4 line( float4 col: COLOR0, in float3 texcoord, float3 Pcam : TEXCOORD1, float3 Ncam : TEXCOORD2) : COLOR { float3 tan = normalize(col.xyz); float3 wo = normalize(-Pcam); float3 Nn = normalize(Ncam); float d = abs(dot(Nn,wo)); float3 result; if (d < 0.3) return float4(0,0,0,1); else discard; } float4 light( uniform float4 col, in float3 texcoord, float3 Pcam : TEXCOORD1, float3 Ncam : TEXCOORD2) : COLOR { float3 wo = normalize(-Pcam); float4 result;// = ambient; float3 Nn = normalize(Ncam); float4 scolor = float4(1.0,1.0,1.0,1.0); float3 Ln = normalize(float3(0,0,-1)-Pcam); float3 lcolor = float3(1,1,1); float3 Hn = normalize(wo + Ln); float ldn = dot(Ln,Nn); float hdn = dot(Hn,Nn); float4 litV = lit(ldn, hdn, 32); float ds,ss; if (litV.y > 0.5) ds = 1.0; else ds = 0.3; if (litV.z > 0.5) ss = 1.0; else ss = 0.0; float lineS = abs(dot(wo,Nn)); if (lineS < 0.3) lineS = 0; else lineS = 1.0; result = col*ds + scolor*ss; result *= lineS; return result; } technique parts { pass p0 { VertexProgram = compile arbvp1 vertex(0.0f); FragmentProgram = compile arbfp1 light(float4(1.0,0.0,0.0,1.0)); } /* pass p1 { LineWidth = 5.0; CullFaceEnable = true; PolygonMode = int2(FrontAndBack,Line); VertexProgram = compile arbvp1 vertex(0.01f); FragmentProgram = compile arbfp1 line(); } */ }