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| 1 /* |
| 2 * Copyright 2009, Google Inc. |
| 3 * All rights reserved. |
| 4 * |
| 5 * Redistribution and use in source and binary forms, with or without |
| 6 * modification, are permitted provided that the following conditions are |
| 7 * met: |
| 8 * |
| 9 * * Redistributions of source code must retain the above copyright |
| 10 * notice, this list of conditions and the following disclaimer. |
| 11 * * Redistributions in binary form must reproduce the above |
| 12 * copyright notice, this list of conditions and the following disclaimer |
| 13 * in the documentation and/or other materials provided with the |
| 14 * distribution. |
| 15 * * Neither the name of Google Inc. nor the names of its |
| 16 * contributors may be used to endorse or promote products derived from |
| 17 * this software without specific prior written permission. |
| 18 * |
| 19 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| 20 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| 21 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| 22 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| 23 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| 24 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| 25 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| 26 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| 27 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 28 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 29 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 30 */ |
| 31 |
| 32 // The 4x4 world view projection matrix. |
| 33 float4x4 worldViewProjection : WORLDVIEWPROJECTION; |
| 34 float4x4 worldInverseTranspose : WORLDINVERSETRANSPOSE; |
| 35 float4x4 world : WORLD; |
| 36 |
| 37 // light position |
| 38 float3 lightWorldPos; |
| 39 float3 lightColor; |
| 40 |
| 41 // input parameters for our vertex shader |
| 42 struct VertexShaderInput { |
| 43 float4 position : POSITION; |
| 44 float4 normal : NORMAL; |
| 45 float2 texcoord : TEXCOORD0; |
| 46 }; |
| 47 |
| 48 // input parameters for our pixel shader |
| 49 struct PixelShaderInput { |
| 50 float4 position : POSITION; |
| 51 float2 texcoord : TEXCOORD0; |
| 52 float3 normal : TEXCOORD1; |
| 53 float3 worldPosition : TEXCOORD2; |
| 54 }; |
| 55 |
| 56 // function for getting the checker pattern |
| 57 float4 checker(float2 uv) { |
| 58 float checkSize = 10; |
| 59 float fmodResult = fmod(floor(checkSize * uv.x) + floor(checkSize * uv.y), |
| 60 2.0); |
| 61 return (fmodResult < 1) ? |
| 62 float4(0.4, 0.5, 0.5, 1) : |
| 63 float4(0.6, 0.8, 0.8, 1); |
| 64 } |
| 65 |
| 66 /** |
| 67 * Our vertex shader. In the vertex shader, we calculate the lighting. |
| 68 * Then we'll combine it with our checker pattern input the pixel shader. |
| 69 */ |
| 70 PixelShaderInput vertexShaderFunction(VertexShaderInput input) { |
| 71 PixelShaderInput output; |
| 72 |
| 73 // Transform position into clip space. |
| 74 output.position = mul(input.position, worldViewProjection); |
| 75 |
| 76 // Transform normal into world space, where we can do lighting |
| 77 // calculations even if the world transform contains scaling. |
| 78 output.normal = mul(input.normal, worldInverseTranspose).xyz; |
| 79 |
| 80 // Calculate surface position in world space. |
| 81 output.worldPosition = mul(input.position, world).xyz; |
| 82 |
| 83 output.texcoord = input.texcoord; |
| 84 |
| 85 return output; |
| 86 } |
| 87 |
| 88 /** |
| 89 * Our pixel shader. We take the lighting color we got from the vertex sahder |
| 90 * and combine it with our checker pattern. We only need to use the x |
| 91 * coordinate of our input.col because we gave it uniform color |
| 92 */ |
| 93 float4 pixelShaderFunction(PixelShaderInput input): COLOR { |
| 94 float3 surfaceToLight = normalize(lightWorldPos - input.worldPosition); |
| 95 |
| 96 float3 worldNormal = normalize(input.normal); |
| 97 |
| 98 // Apply diffuse lighting in world space in case the world transform |
| 99 // contains scaling. |
| 100 float4 check = checker(input.texcoord); |
| 101 float4 directionalIntensity = saturate(dot(worldNormal, surfaceToLight)); |
| 102 float4 outColor = directionalIntensity * check; |
| 103 return float4(outColor.rgb, 1); |
| 104 } |
| 105 |
| 106 // Here we tell our effect file *which* functions are |
| 107 // our vertex and pixel shaders. |
| 108 |
| 109 // #o3d VertexShaderEntryPoint vertexShaderFunction |
| 110 // #o3d PixelShaderEntryPoint pixelShaderFunction |
| 111 // #o3d MatrixLoadOrder RowMajor |
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