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+/*
+ * 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 shader expects to be passed vertices that are part of an x-z plane mesh
+// because it assumes the normal for each vertex before being offset by the
+// animation is 0, 1, 0.
+
+uniform float4x4 viewProjection : VIEWPROJECTION;
+uniform float3 lightWorldPos;
+uniform float4 lightIntensity;
+uniform float4x4 world : WORLD;
+uniform float4x4 viewInverse : VIEWINVERSE;
+uniform float4x4 worldInverseTranspose : WORLDINVERSETRANSPOSE;
+uniform float4 ambientIntensity;
+uniform float4 emissive;
+uniform float4 ambient;
+uniform float4 diffuse;
+uniform float4 specular;
+uniform float shininess;
+uniform float time;
+
+struct VertexShaderInput {
+ float4 position : POSITION;
+};
+
+struct PixelShaderInput {
+ float4 position : POSITION;
+ float3 normal : TEXCOORD1;
+ float3 worldPosition : TEXCOORD4;
+};
+
+PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
+ PixelShaderInput output;
+ float4 worldPosition = mul(input.position, world);
+ float animValue = time + (worldPosition.x + worldPosition.z) * 0.4;
+ float animSin = sin(animValue);
+ float animCos = cos(animValue);
+ float4 position = float4(
+ worldPosition.x,
+ worldPosition.y + animSin,
+ worldPosition.z,
+ 1);
+ output.position = mul(position, viewProjection);
+ float3 normal = normalize(float3(animCos, abs(animSin), animCos));
+ output.normal = mul(float4(normal, 0), worldInverseTranspose).xyz;
+ output.worldPosition = position.xyz;
+
+ return output;
+}
+
+float4 pixelShaderFunction(PixelShaderInput input) : COLOR {
+ float3 surfaceToLight = normalize(lightWorldPos - input.worldPosition);
+ float3 worldNormal = normalize(input.normal);
+ float3 surfaceToView = normalize(viewInverse[3].xyz - input.worldPosition);
+ float3 halfVector = normalize(surfaceToLight + surfaceToView);
+ float4 litResult = lit(dot(worldNormal, surfaceToLight),
+ dot(worldNormal, halfVector), shininess);
+ float4 outColor = ambientIntensity * ambient;
+ outColor += lightIntensity * (diffuse * litResult.y +
+ specular * litResult.z);
+ outColor += emissive;
+ return float4(outColor.rgb, diffuse.a);
+}
+
+// #o3d VertexShaderEntryPoint vertexShaderFunction
+// #o3d PixelShaderEntryPoint pixelShaderFunction
+// #o3d MatrixLoadOrder RowMajor