float4x4 mvp : ModelViewProjection; float4x4 mv : ModelView; float4x4 mvit : ModelViewIT; samplerCUBE skybox : SKYBOX; string jointGeo = "cylinder.obj"; sampler2D normal = sampler_state { generateMipMap = true; minFilter = Linear; magFilter = Linear; wrapS = Repeat; wrapT = Repeat; }; float3 expand(float3 v) { return (v-0.5)*2; } float4 vertex(uniform float4x4 modelViewProj, uniform float4x4 modelView, uniform float4x4 modelViewIT, 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); Pcam = mul(modelView, P).xyz; Ncam = mul(modelViewIT, N).xyz; //float3x3 rotation = (float3x3)modelView; //Ncam.xyz = mul(rotation,N.xyz); uv = uvIn; return mul(modelViewProj, P); } float4 light( uniform float4 col, in float3 texcoord, float3 Pcam : TEXCOORD1, float3 Ncam : TEXCOORD2) : COLOR { float3 tan = normalize(col.xyz); float3 wo = normalize(-Pcam); float3 result;// = ambient; float3 Nn = normalize(Ncam); float3 Nn2 = Nn; float3 biNorm = normalize(cross(tan,Nn)); float3x3 toTexture = transpose(float3x3(tan,biNorm,Nn)); Nn = mul(toTexture,expand(tex2D(normal,texcoord))); Nn = normalize(Nn+2*Nn2); float3 scolor = float3(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); col = texCUBE(skybox,Nn); result = col*litV.y + scolor*litV.z; return float4(result, 1.); } technique red { pass p0 { VertexProgram = compile arbvp1 vertex(mvp, mv, mvit); FragmentProgram = compile arbfp1 light(float4(1.0, 0.0 ,0.0 ,1.0)); } } technique red { pass p0 { VertexProgram = compile arbvp1 vertex(mvp, mv, mvit); FragmentProgram = compile arbfp1 light(float4(0.0, 1.0 ,0.0 ,1.0)); } }