blob: b3f34b034dc66a00794239f5b721be38574c2228 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
|
struct a2v {
float4 pos : POSITION;
float3 normal : NORMAL;
};
struct v2f {
float4 pos : POSITION;
float3 n : TEXCOORD0;
float3 l : TEXCOORD1;
};
float4x4 worldViewProj : WorldViewProjection;
float4x4 world : World;
float4x4 worldIT : WorldInverseTranspose;
float3 lightWorldPos;
float4 lightColor;
v2f vsMain(a2v IN) {
v2f OUT;
OUT.pos = mul(IN.pos, worldViewProj);
OUT.n = mul(float4(IN.normal,0), worldIT).xyz;
OUT.l = lightWorldPos-mul(IN.pos, world).xyz;
return OUT;
}
float4 fsMain(v2f IN): COLOR {
float3 l=normalize(IN.l);
float3 n=normalize(IN.n);
float4 litR=lit(dot(n,l),0,0);
return emissive+lightColor*(ambient+diffuse*litR.y);
}
technique {
pass p0 {
VertexShader = compile vs_2_0 vsMain();
PixelShader = compile ps_2_0 fsMain();
}
}
|