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Diffstat (limited to 'o3d/samples/GoogleIO-2009/shaders/checker.shader')
-rw-r--r-- | o3d/samples/GoogleIO-2009/shaders/checker.shader | 111 |
1 files changed, 111 insertions, 0 deletions
diff --git a/o3d/samples/GoogleIO-2009/shaders/checker.shader b/o3d/samples/GoogleIO-2009/shaders/checker.shader new file mode 100644 index 0000000..a6c2ae8 --- /dev/null +++ b/o3d/samples/GoogleIO-2009/shaders/checker.shader @@ -0,0 +1,111 @@ +/* + * 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; + +// 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 |