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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.
*/
// 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
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