/* * 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; // Default and light position float4 ambientIntensity; float4 ambient; float4 diffuse; float3 lightWorldPos; float3 cameraEye; // 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 = 4; float fmodResult = fmod(floor(checkSize * uv.x) + floor(checkSize * uv.y), 2.0); if (fmodResult < 1) { return float4(0, 1, 1, 1); // turquiose } else { return float4(1, 0, 1, 1); // magenta } } /** * 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 = (ambientIntensity * ambient + directionalIntensity * diffuse) * check; 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