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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.
*/
// The 4x4 world view projection matrix.
float4x4 worldViewProjection : WORLDVIEWPROJECTION;
float4x4 worldInverseTranspose : WORLDINVERSETRANSPOSE;
float4x4 world : WORLD;
// light position
float3 lightWorldPos;
float3 lightColor;
// 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 = 10;
float fmodResult = fmod(floor(checkSize * uv.x) + floor(checkSize * uv.y),
2.0);
return (fmodResult < 1) ?
float4(0.4, 0.5, 0.5, 1) :
float4(0.6, 0.8, 0.8, 1);
}
/**
* 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 = directionalIntensity * check;
return float4(outColor.rgb, 1);
}
// Here we tell our effect file *which* functions are
// our vertex and pixel shaders.
// #o3d VertexShaderEntryPoint vertexShaderFunction
// #o3d PixelShaderEntryPoint pixelShaderFunction
// #o3d MatrixLoadOrder RowMajor
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