/* * 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