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author | gspencer@google.com <gspencer@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-05-27 23:15:42 +0000 |
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committer | gspencer@google.com <gspencer@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-05-27 23:15:42 +0000 |
commit | 05b47f7a8c5451f858dc220df0e3a97542edace6 (patch) | |
tree | a2273d619f0625c9d44d40842845ccce2eac1045 /o3d/samples/shaders/diffuse.shader | |
parent | 5cdc8bdb4c847cefe7f4542bd10c9880c2c557a0 (diff) | |
download | chromium_src-05b47f7a8c5451f858dc220df0e3a97542edace6.zip chromium_src-05b47f7a8c5451f858dc220df0e3a97542edace6.tar.gz chromium_src-05b47f7a8c5451f858dc220df0e3a97542edace6.tar.bz2 |
This is the O3D source tree's initial commit to the Chromium tree. It
is not built or referenced at all by the chrome build yet, and doesn't
yet build in it's new home. We'll change that shortly.
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@17035 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/samples/shaders/diffuse.shader')
-rw-r--r-- | o3d/samples/shaders/diffuse.shader | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/o3d/samples/shaders/diffuse.shader b/o3d/samples/shaders/diffuse.shader new file mode 100644 index 0000000..fcd03eb --- /dev/null +++ b/o3d/samples/shaders/diffuse.shader @@ -0,0 +1,96 @@ +/* + * Copyright 2009, Google Inc. + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above + * copyright notice, this list of conditions and the following disclaimer + * in the documentation and/or other materials provided with the + * distribution. + * * Neither the name of Google Inc. nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +// The 4x4 world view projection matrix. +float4x4 worldViewProjection : WorldViewProjection; +float4x4 worldInverseTranspose : WorldInverseTranspose; +float4x4 world : World; + +float4 ambientIntensity; +float4 lightIntensity; +float4 ambient; +float4 diffuse; +float3 lightWorldPos; + +// input parameters for our vertex shader +struct VertexShaderInput { + float4 position : POSITION; // Position vector of vertex + float4 normal : NORMAL; +}; + +// input parameters for our pixel shader +struct PixelShaderInput { + float4 position : POSITION; + float3 normal : TEXCOORD0; + float3 worldPosition : TEXCOORD1; +}; + +/** + * Our vertex shader. + */ +PixelShaderInput vertexShaderFunction(VertexShaderInput input) { + PixelShaderInput output; + + // Transform position into clip space. + output.position = mul(input.position, worldViewProjection); + + // Transform normal into world space, where we can do lighting + // calculations even if the world transform contains scaling. + output.normal = mul(input.normal, worldInverseTranspose).xyz; + + // Calculate surface position in world space. + output.worldPosition = mul(input.position, world).xyz; + + return output; +} + +/** + * Our pixel shader. + */ +float4 pixelShaderFunction(PixelShaderInput input): COLOR { + float3 surfaceToLight = normalize(lightWorldPos - input.worldPosition); + + float3 worldNormal = normalize(input.normal); + + // Apply diffuse lighting in world space in case the world transform + // contains scaling. + float4 directionalIntensity = lightIntensity * + saturate(dot(worldNormal, surfaceToLight)); + float4 outColor = ambientIntensity * ambient + directionalIntensity * diffuse; + return float4(outColor.rgb, diffuse.a); +} + +// Here we tell our effect file *which* functions are +// our vertex and pixel shaders. + +// #o3d VertexShaderEntryPoint vertexShaderFunction +// #o3d PixelShaderEntryPoint pixelShaderFunction +// #o3d MatrixLoadOrder RowMajor |