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authorgman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-07-11 20:23:48 +0000
committergman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98>2009-07-11 20:23:48 +0000
commit16b6b41d73f6b1116d3e600e6226764e99615760 (patch)
tree221846966f190d88b4907c95e680f2353e646ed5 /o3d/samples/shaders/green-blue-checker.shader
parent08665bd08a04aa8172c64634071f8ff4740143a5 (diff)
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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
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+// @@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