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author | gman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-06-17 06:13:42 +0000 |
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committer | gman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-06-17 06:13:42 +0000 |
commit | 3d476cf047d6a463d5706f70bfdf5e3787f863ee (patch) | |
tree | a14f7c154461bcd0f130998e208f4797ff97727c /o3d/samples/shaders | |
parent | 16782af93aa5c1fe71bdf90b1d256c410d53bd2a (diff) | |
download | chromium_src-3d476cf047d6a463d5706f70bfdf5e3787f863ee.zip chromium_src-3d476cf047d6a463d5706f70bfdf5e3787f863ee.tar.gz chromium_src-3d476cf047d6a463d5706f70bfdf5e3787f863ee.tar.bz2 |
Undoing gcl bug damage
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@18598 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/samples/shaders')
-rwxr-xr-x | o3d/samples/shaders/toon.shader | 98 |
1 files changed, 0 insertions, 98 deletions
diff --git a/o3d/samples/shaders/toon.shader b/o3d/samples/shaders/toon.shader deleted file mode 100755 index 8f2caec..0000000 --- a/o3d/samples/shaders/toon.shader +++ /dev/null @@ -1,98 +0,0 @@ -/* - * 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; - -sampler colorRamp; - -// 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 * - tex2D(colorRamp, float2(saturate(dot(worldNormal, surfaceToLight)), 0.5)); - 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 |