| Index: samples/GoogleIO-2009/shaders/checker.shader
|
| ===================================================================
|
| --- samples/GoogleIO-2009/shaders/checker.shader (revision 0)
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| +++ samples/GoogleIO-2009/shaders/checker.shader (revision 0)
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| @@ -0,0 +1,111 @@
|
| +/*
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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
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| + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
| + */
|
| +
|
| +// The 4x4 world view projection matrix.
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| +float4x4 worldViewProjection : WORLDVIEWPROJECTION;
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| +float4x4 worldInverseTranspose : WORLDINVERSETRANSPOSE;
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| +float4x4 world : WORLD;
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| +
|
| +// light position
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| +float3 lightWorldPos;
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| +float3 lightColor;
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| +
|
| +// input parameters for our vertex shader
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| +struct VertexShaderInput {
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| + float4 position : POSITION;
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| + float4 normal : NORMAL;
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| + float2 texcoord : TEXCOORD0;
|
| +};
|
| +
|
| +// input parameters for our pixel shader
|
| +struct PixelShaderInput {
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| + float4 position : POSITION;
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| + float2 texcoord : TEXCOORD0;
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| + float3 normal : TEXCOORD1;
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| + float3 worldPosition : TEXCOORD2;
|
| +};
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| +
|
| +// function for getting the checker pattern
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| +float4 checker(float2 uv) {
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| + float checkSize = 10;
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| + float fmodResult = fmod(floor(checkSize * uv.x) + floor(checkSize * uv.y),
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| + 2.0);
|
| + return (fmodResult < 1) ?
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| + float4(0.4, 0.5, 0.5, 1) :
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| + float4(0.6, 0.8, 0.8, 1);
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| +}
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| +
|
| +/**
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| + * Our vertex shader. In the vertex shader, we calculate the lighting.
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| + * Then we'll combine it with our checker pattern input the pixel shader.
|
| + */
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| +PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
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| + PixelShaderInput output;
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| +
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| + // Transform position into clip space.
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| + output.position = mul(input.position, worldViewProjection);
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| +
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| + // Transform normal into world space, where we can do lighting
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| + // calculations even if the world transform contains scaling.
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| + output.normal = mul(input.normal, worldInverseTranspose).xyz;
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| +
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| + // Calculate surface position in world space.
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| + output.worldPosition = mul(input.position, world).xyz;
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| +
|
| + output.texcoord = input.texcoord;
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| +
|
| + return output;
|
| +}
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| +
|
| +/**
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| + * Our pixel shader. We take the lighting color we got from the vertex sahder
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| + * and combine it with our checker pattern. We only need to use the x
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| + * coordinate of our input.col because we gave it uniform color
|
| + */
|
| +float4 pixelShaderFunction(PixelShaderInput input): COLOR {
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| + float3 surfaceToLight = normalize(lightWorldPos - input.worldPosition);
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| +
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| + float3 worldNormal = normalize(input.normal);
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| +
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| + // Apply diffuse lighting in world space in case the world transform
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| + // contains scaling.
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| + float4 check = checker(input.texcoord);
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| + float4 directionalIntensity = saturate(dot(worldNormal, surfaceToLight));
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| + float4 outColor = directionalIntensity * check;
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| + return float4(outColor.rgb, 1);
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| +}
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| +
|
| +// Here we tell our effect file *which* functions are
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| +// our vertex and pixel shaders.
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| +
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| +// #o3d VertexShaderEntryPoint vertexShaderFunction
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| +// #o3d PixelShaderEntryPoint pixelShaderFunction
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| +// #o3d MatrixLoadOrder RowMajor
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|
|