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author | gman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-06-17 06:26:52 +0000 |
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committer | gman@google.com <gman@google.com@0039d316-1c4b-4281-b951-d872f2087c98> | 2009-06-17 06:26:52 +0000 |
commit | 1dc3ba84c3da4edfeaf22cedf65750533a20de00 (patch) | |
tree | 936325e6f2dd07667fc4161ac524f1ab076aa5bf /o3d/samples/shaders | |
parent | 3d476cf047d6a463d5706f70bfdf5e3787f863ee (diff) | |
download | chromium_src-1dc3ba84c3da4edfeaf22cedf65750533a20de00.zip chromium_src-1dc3ba84c3da4edfeaf22cedf65750533a20de00.tar.gz chromium_src-1dc3ba84c3da4edfeaf22cedf65750533a20de00.tar.bz2 |
adding svn:ignore properties to ignore .o3dtgz
files as well as scons-out etc...
git-svn-id: svn://svn.chromium.org/chrome/trunk/src@18599 0039d316-1c4b-4281-b951-d872f2087c98
Diffstat (limited to 'o3d/samples/shaders')
-rwxr-xr-x | o3d/samples/shaders/toon.shader | 98 |
1 files changed, 98 insertions, 0 deletions
diff --git a/o3d/samples/shaders/toon.shader b/o3d/samples/shaders/toon.shader new file mode 100755 index 0000000..8f2caec --- /dev/null +++ b/o3d/samples/shaders/toon.shader @@ -0,0 +1,98 @@ +/* + * 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 |