/* * 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; float4x4 viewInverse : ViewInverse; // whether to use texture float useTexture; float3 lightWorldPos; float4 lightIntensity; float4 ambientIntensity; float4 emissive; float4 ambient; float4 diffuse; float4 specular; float shininess; sampler2D AmbientSampler; sampler2D DiffuseSampler; sampler2D BumpSampler; // input parameters for our vertex shader struct VertexShaderInput { float4 position : POSITION; float4 normal : NORMAL; float4 tangent : TANGENT; float4 binormal : BINORMAL; float2 texcoord0 : TEXCOORD0; }; // input parameters for our pixel shader // also the output parameters for our vertex shader struct PixelShaderInput { float4 position : POSITION; float2 texcoord0 : TEXCOORD0; float3 normal : TEXCOORD1; float3 binormal : TEXCOORD2; float3 tangent : TEXCOORD3; float3 worldPosition : TEXCOORD4; }; PixelShaderInput vertexShaderFunction(VertexShaderInput input) { PixelShaderInput output; // Transform position into clip space. output.position = mul(input.position, worldViewProjection); // Transform the tangent frame into world space. output.tangent = mul(input.tangent, worldInverseTranspose).xyz; output.binormal = mul(input.binormal, worldInverseTranspose).xyz; output.normal = mul(input.normal, worldInverseTranspose).xyz; // Pass through the texture coordinates. output.texcoord0 = input.texcoord0; // Calculate surface position in world space. Used for lighting. output.worldPosition = mul(input.position, world).xyz; return output; } float4 pixelShaderFunction(PixelShaderInput input): COLOR { // Construct a transform from tangent space into world space. float3x3 tangentToWorld = float3x3(input.tangent, input.binormal, input.normal); // Read the tangent space normal from the normal map and remove the bias so // they are in the range [-0.5,0.5]. There is no need to scale by 2 because // the vector will soon be normalized. float3 tangentNormal = tex2D(BumpSampler, input.texcoord0.xy).xyz - float3(0.5, 0.5, 0.5); // Transform the normal into world space. float3 worldNormal = mul(tangentNormal, tangentToWorld); worldNormal = normalize(worldNormal); // Read the diffuse and ambient colors. float4 textureAmbient = float4(1, 1, 1, 1); float4 textureDiffuse = float4(1, 1, 1, 1); if (useTexture == 1) { textureAmbient = tex2D(AmbientSampler, input.texcoord0.xy); textureDiffuse = tex2D(DiffuseSampler, input.texcoord0.xy); } // Apply lighting in world space in case the world transform contains scaling. float3 surfaceToLight = normalize(lightWorldPos.xyz - input.worldPosition.xyz); 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 * textureAmbient; outColor += lightIntensity * (diffuse * textureDiffuse * litResult.y + specular * litResult.z); outColor += emissive; return float4(outColor.rgb, diffuse.a * textureDiffuse.a); } // Here we tell our effect file *which* functions are // our vertex and pixel shaders. // #o3d VertexShaderEntryPoint vertexShaderFunction // #o3d PixelShaderEntryPoint pixelShaderFunction // #o3d MatrixLoadOrder RowMajor