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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
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
Diffstat (limited to 'o3d/samples/shaders')
-rw-r--r--o3d/samples/shaders/billboard.shader80
-rw-r--r--o3d/samples/shaders/green-blue-checker.shader81
-rw-r--r--o3d/samples/shaders/imposter.shader89
3 files changed, 250 insertions, 0 deletions
diff --git a/o3d/samples/shaders/billboard.shader b/o3d/samples/shaders/billboard.shader
new file mode 100644
index 0000000..8402b78
--- /dev/null
+++ b/o3d/samples/shaders/billboard.shader
@@ -0,0 +1,80 @@
+/*
+ * 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.
+ */
+
+// This Billboard shader always faces the screen. It doesn't have any lighting.
+
+float4x4 worldView : WorldView;
+float4x4 projection : Projection;
+
+sampler texSampler0;
+
+// input parameters for our vertex shader
+struct VertexShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD;
+};
+
+// input parameters for our pixel shader
+// also the output parameters for our vertex shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD;
+};
+
+/**
+ * Vertex Shader - vertex shader for phong illumination
+ */
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+
+ // Just add the world position of the transform to input position
+ // and then multiple by the projection.
+ output.position = mul(input.position + float4(worldView[3].xyz, 0),
+ projection);
+
+ output.texcoord = input.texcoord;
+ return output;
+}
+
+/**
+ * Pixel Shader
+ */
+float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ return tex2D(texSampler0, input.texcoord);
+}
+
+// Here we tell our effect file *which* functions are
+// our vertex and pixel shaders.
+
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
+
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
diff --git a/o3d/samples/shaders/imposter.shader b/o3d/samples/shaders/imposter.shader
new file mode 100644
index 0000000..5540b31
--- /dev/null
+++ b/o3d/samples/shaders/imposter.shader
@@ -0,0 +1,89 @@
+/*
+ * 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.
+ */
+
+// This Imposter shader rotates around Y to face the camera.
+// It doesn't have any lighting.
+
+float4x4 world : World;
+float4x4 viewInverse : ViewInverse;
+float4x4 viewProjection : ViewProjection;
+
+sampler texSampler0;
+
+// input parameters for our vertex shader
+struct VertexShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD;
+};
+
+// input parameters for our pixel shader
+// also the output parameters for our vertex shader
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float2 texcoord : TEXCOORD;
+};
+
+/**
+ * Vertex Shader - vertex shader for phong illumination
+ */
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+
+ float3 toCamera = normalize(viewInverse[3].xyz - world[3].xyz);
+ float3 yAxis = float3(0, 1, 0);
+ float3 xAxis = cross(yAxis, toCamera);
+ float3 zAxis = cross(xAxis, yAxis);
+
+ float4x4 newWorld = float4x4(
+ float4(xAxis, 0),
+ float4(yAxis, 0),
+ float4(xAxis, 0),
+ world[3]);
+ output.position = mul(input.position, mul(newWorld, viewProjection));
+
+ output.texcoord = input.texcoord;
+ return output;
+}
+
+/**
+ * Pixel Shader
+ */
+float4 pixelShaderFunction(PixelShaderInput input): COLOR {
+ return tex2D(texSampler0, input.texcoord);
+}
+
+// Here we tell our effect file *which* functions are
+// our vertex and pixel shaders.
+
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor
+