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author | gman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-07-11 20:23:48 +0000 |
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committer | gman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-07-11 20:23:48 +0000 |
commit | 16b6b41d73f6b1116d3e600e6226764e99615760 (patch) | |
tree | 221846966f190d88b4907c95e680f2353e646ed5 /o3d/samples/shaders/green-blue-checker.shader | |
parent | 08665bd08a04aa8172c64634071f8ff4740143a5 (diff) | |
download | chromium_src-16b6b41d73f6b1116d3e600e6226764e99615760.zip chromium_src-16b6b41d73f6b1116d3e600e6226764e99615760.tar.gz chromium_src-16b6b41d73f6b1116d3e600e6226764e99615760.tar.bz2 |
Add a billboard and imposter sample.
The reference screenshot is in another CL
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@20465 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/samples/shaders/green-blue-checker.shader')
-rw-r--r-- | o3d/samples/shaders/green-blue-checker.shader | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/o3d/samples/shaders/green-blue-checker.shader b/o3d/samples/shaders/green-blue-checker.shader new file mode 100644 index 0000000..02b5296 --- /dev/null +++ b/o3d/samples/shaders/green-blue-checker.shader @@ -0,0 +1,81 @@ +// @@REWRITE(insert shader-copyright) +// The 4x4 world view projection matrix. +float4x4 worldViewProjection : WORLDVIEWPROJECTION; +float4x4 worldInverseTranspose : WORLDINVERSETRANSPOSE; +float4x4 world : WORLD; + +// light position +float3 lightWorldPos; +float3 lightColor; + +// input parameters for our vertex shader +struct VertexShaderInput { + float4 position : POSITION; + float4 normal : NORMAL; + float2 texcoord : TEXCOORD0; +}; + +// input parameters for our pixel shader +struct PixelShaderInput { + float4 position : POSITION; + float2 texcoord : TEXCOORD0; + float3 normal : TEXCOORD1; + float3 worldPosition : TEXCOORD2; +}; + +// function for getting the checker pattern +float4 checker(float2 uv) { + float checkSize = 10; + float fmodResult = fmod(floor(checkSize * uv.x) + floor(checkSize * uv.y), + 2.0); + return (fmodResult < 1) ? + float4(0.4, 0.5, 0.5, 1) : + float4(0.6, 0.8, 0.8, 1); +} + +/** + * Our vertex shader. In the vertex shader, we calculate the lighting. + * Then we'll combine it with our checker pattern input the pixel 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; + + output.texcoord = input.texcoord; + + return output; +} + +/** + * Our pixel shader. We take the lighting color we got from the vertex sahder + * and combine it with our checker pattern. We only need to use the x + * coordinate of our input.col because we gave it uniform color + */ +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 check = checker(input.texcoord); + float4 directionalIntensity = saturate(dot(worldNormal, surfaceToLight)); + float4 outColor = directionalIntensity * check; + return float4(outColor.rgb, 1); +} + +// Here we tell our effect file *which* functions are +// our vertex and pixel shaders. + +// #o3d VertexShaderEntryPoint vertexShaderFunction +// #o3d PixelShaderEntryPoint pixelShaderFunction +// #o3d MatrixLoadOrder RowMajor |