source: GTP/trunk/App/Demos/Illum/Ogre/Media/MORIA/trollps.hlsl @ 2398

Revision 2398, 1.1 KB checked in by szirmay, 17 years ago (diff)
Line 
1#define MAX_LIGHT 2
2#define MAX_CAU_CASTER 2
3#define SPOT_ANGLE 2.093
4#define SPOT_FALLOFF 1
5#define SHADOW_COLOR float4(0.3,0.3,0.3,1.0)
6#define SHADOW_BIAS_POINT 0.0001
7#define SHADOW_EPSILON_POINT 0.0001
8
9uniform sampler2D colorTexture : register(s0);
10uniform sampler2D bumpMap : register(s1);
11
12uniform float4 lightRange;
13uniform float lightPower;
14uniform float4 lightColor;
15
16uniform float specularity;
17uniform float4 specularColor;
18
19#include "illum.hlsl"
20
21struct Troll_PS_IN
22{
23        float2 texCoord:TEXCOORD0;
24        float3 tangent:TEXCOORD1;
25        float3 binormal:TEXCOORD2;
26        float3 normal:TEXCOORD3;
27        float3 V: TEXCOORD4;
28        float3 L: TEXCOORD5;
29};
30
31float4 Troll_PS(Troll_PS_IN IN):COLOR
32{
33        float4 Color = 0;
34        float3 N = normalize(IN.normal);//NormalMap(IN.tangent, IN.binormal, IN.normal, IN.texCoord, bumpMap);
35        float dist = length(IN.V);
36        float3 V = IN.V /dist;
37        float3 L = IN.L;
38       
39        float4 diffuseColor = tex2D(colorTexture, IN.texCoord);
40       
41        Color = Illumination(N, L, V, lightColor * lightPower, lightRange, diffuseColor, specularity, specularColor);
42       
43        float4 ret =  diffuseColor * 0.1 + Color;
44        return float4(ret.xyz, dist);
45}
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