[1590] | 1 |
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| 2 |
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| 3 | struct vertOUT
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| 4 | {
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| 5 | float4 hPos :POSITION;
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[1598] | 6 | float4 hPosition :TEXCOORD4;
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[1590] | 7 | float3 wPos :TEXCOORD1;
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| 8 | float2 texCoord :TEXCOORD0;
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| 9 | float3 mNormal :TEXCOORD2;
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| 10 | };
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| 11 |
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| 12 | vertOUT PhongVS(float4 position : POSITION,
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| 13 | float3 normal : NORMAL,
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| 14 | half3 tangent : TEXCOORD1,
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| 15 | float2 texCoord : TEXCOORD0,
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| 16 | uniform float4x4 worldViewProj,
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| 17 | uniform float4x4 world)
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| 18 | {
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| 19 | vertOUT OUT;
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[1598] | 20 | OUT.hPos = OUT.hPosition = mul(worldViewProj, position);
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[1590] | 21 | OUT.wPos = mul(world, position).xyz;
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| 22 | OUT.mNormal = mul(world, normal);
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| 23 | //OUT.mNormal = normal;
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| 24 | OUT.texCoord = texCoord;
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| 25 | return OUT;
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| 26 | }
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| 27 |
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| 28 |
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| 29 |
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| 30 | float4 PhongPS( vertOUT IN,
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| 31 | uniform float3 cameraPos,
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| 32 | uniform float3 lightpos1,
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| 33 | uniform float3 lightpos2,
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| 34 | uniform float3 lightpos3,
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| 35 | uniform float3 lightpos4,
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| 36 | uniform float3 lightpos5,
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| 37 | uniform float3 lightpos6,
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| 38 | uniform float3 lightpos7,
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| 39 | uniform float3 lightpos8,
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| 40 | uniform float4 lightcol1,
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| 41 | uniform float4 lightcol2,
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| 42 | uniform float4 lightcol3,
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| 43 | uniform float4 lightcol4,
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| 44 | uniform float4 lightcol5,
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| 45 | uniform float4 lightcol6,
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| 46 | uniform float4 lightcol7,
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| 47 | uniform float4 lightcol8,
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| 48 | uniform float4 ambientLight,
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| 49 | uniform float shininess,
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| 50 | uniform float4 specular,
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| 51 | uniform float4 diffuse,
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| 52 | uniform float4 ambient
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| 53 |
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| 54 | ) : COLOR0
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| 55 | {
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| 56 |
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| 57 |
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| 58 | float3 N = IN.mNormal;
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| 59 | N = normalize( N );
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| 60 | float3 pos = IN.wPos;
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| 61 |
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[1629] | 62 | float M = 4;
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[1590] | 63 |
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| 64 | float3 lightpositions[8];
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| 65 | float4 lightcolors[8];
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| 66 |
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| 67 | lightpositions[0] = lightpos1;
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| 68 | lightpositions[1] = lightpos2;
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| 69 | lightpositions[2] = lightpos3;
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| 70 | lightpositions[3] = lightpos4;
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| 71 | lightpositions[4] = lightpos5;
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| 72 | lightpositions[5] = lightpos6;
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| 73 | lightpositions[6] = lightpos7;
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| 74 | lightpositions[7] = lightpos8;
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| 75 |
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| 76 | lightcolors[0] = lightcol1;
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| 77 | lightcolors[1] = lightcol2;
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| 78 | lightcolors[2] = lightcol3;
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| 79 | lightcolors[3] = lightcol4;
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| 80 | lightcolors[4] = lightcol5;
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| 81 | lightcolors[5] = lightcol6;
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| 82 | lightcolors[6] = lightcol7;
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| 83 | lightcolors[7] = lightcol8;
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| 84 |
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| 85 | float4 I = ambientLight * ambient;
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| 86 |
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| 87 | for(int i=0; i< M; i++)
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| 88 | {
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| 89 | float3 V = normalize(cameraPos - pos);
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| 90 | float3 L = lightpositions[i] - pos;
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| 91 | float d = length(L);
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| 92 | L = normalize(L);
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| 93 | float3 H = normalize(L + V);
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[1629] | 94 | float lightscale = 3.0;
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[1598] | 95 | float4 spec = specular * lightcolors[i] * pow(dot(H, N), shininess) * lightscale;
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| 96 | float4 diff = diffuse * lightcolors[i] * abs(dot(L, N)) * lightscale;
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[1590] | 97 | float range = 4.0;
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| 98 | I += 1.0 / d * (spec + diff);
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| 99 | }
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| 100 |
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| 101 | //return 1;
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| 102 | return I;
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| 103 |
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| 104 | }
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| 105 |
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[1629] | 106 | vertOUT PhongViewSpaceVS(float4 position : POSITION,
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| 107 | float3 normal : NORMAL,
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| 108 | half3 tangent : TEXCOORD1,
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| 109 | float2 texCoord : TEXCOORD0,
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| 110 | uniform float4x4 worldViewProj,
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| 111 | uniform float4x4 worldView,
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| 112 | uniform float4x4 worldViewIT)
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| 113 | {
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| 114 | vertOUT OUT;
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| 115 | OUT.hPos = OUT.hPosition = mul(worldViewProj, position);
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| 116 | OUT.wPos = mul(worldView, position).xyz;
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| 117 | OUT.mNormal = mul(worldViewIT, normal).xyz;
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| 118 | //OUT.mNormal = normal;
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| 119 | OUT.texCoord = texCoord;
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| 120 | return OUT;
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| 121 | }
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[1598] | 122 |
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[1629] | 123 | float4 PhongTexturedPS( vertOUT IN,
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| 124 | uniform float3 cameraPos,
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| 125 | uniform float4 lightpos1,
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| 126 | uniform float4 lightpos2,
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| 127 | uniform float4 lightpos3,
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| 128 | uniform float4 lightpos4,
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| 129 | uniform float4 lightpos5,
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| 130 | uniform float4 lightpos6,
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| 131 | uniform float4 lightpos7,
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| 132 | uniform float4 lightpos8,
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| 133 | uniform float4 lightdir1,
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| 134 | uniform float4 lightdir2,
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| 135 | uniform float4 lightdir3,
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| 136 | uniform float4 lightdir4,
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| 137 | uniform float4 lightdir5,
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| 138 | uniform float4 lightdir6,
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| 139 | uniform float4 lightdir7,
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| 140 | uniform float4 lightdir8,
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| 141 | uniform float lightscale1,
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| 142 | uniform float lightscale2,
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| 143 | uniform float lightscale3,
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| 144 | uniform float lightscale4,
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| 145 | uniform float lightscale5,
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| 146 | uniform float lightscale6,
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| 147 | uniform float lightscale7,
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| 148 | uniform float lightscale8,
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| 149 | uniform float4 lightcol1,
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| 150 | uniform float4 lightcol2,
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| 151 | uniform float4 lightcol3,
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| 152 | uniform float4 lightcol4,
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| 153 | uniform float4 lightcol5,
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| 154 | uniform float4 lightcol6,
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| 155 | uniform float4 lightcol7,
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| 156 | uniform float4 lightcol8,
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| 157 | uniform float4 ambientLight,
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| 158 | uniform float shininess,
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| 159 | uniform float4 specular,
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| 160 | uniform float4 diffuse,
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| 161 | uniform float4 ambient,
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| 162 | uniform sampler2D colorTexture,
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| 163 | uniform float4x4 worldViewIT
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| 164 |
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| 165 | ) : COLOR0
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| 166 | {
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| 167 |
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| 168 |
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| 169 | float3 N = IN.mNormal;
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| 170 | //float3 N = mul(worldViewIT, IN.mNormal);
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| 171 | N = normalize( N );
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| 172 | float3 pos = IN.wPos;
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| 173 |
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| 174 | float M = 3;
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| 175 |
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| 176 | float4 lightpositions[8];
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| 177 | float4 lightdirs[8];
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| 178 | float4 lightcolors[8];
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| 179 |
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| 180 | lightpositions[0] = lightpos1;
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| 181 | lightpositions[1] = lightpos2;
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| 182 | lightpositions[2] = lightpos3;
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| 183 | lightpositions[3] = lightpos4;
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| 184 | lightpositions[4] = lightpos5;
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| 185 | lightpositions[5] = lightpos6;
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| 186 | lightpositions[6] = lightpos7;
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| 187 | lightpositions[7] = lightpos8;
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| 188 |
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| 189 | lightdirs[0] = lightdir1;
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| 190 | lightdirs[1] = lightdir2;
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| 191 | lightdirs[2] = lightdir3;
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| 192 | lightdirs[3] = lightdir4;
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| 193 | lightdirs[4] = lightdir5;
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| 194 | lightdirs[5] = lightdir6;
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| 195 | lightdirs[6] = lightdir7;
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| 196 | lightdirs[7] = lightdir8;
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| 197 |
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| 198 | lightcolors[0] = lightcol1 * lightscale1;
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| 199 | lightcolors[1] = lightcol2 * lightscale2;
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| 200 | lightcolors[2] = lightcol3 * lightscale3;
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| 201 | lightcolors[3] = lightcol4 * lightscale4;
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| 202 | lightcolors[4] = lightcol5 * lightscale5;
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| 203 | lightcolors[5] = lightcol6 * lightscale6;
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| 204 | lightcolors[6] = lightcol7 * lightscale7;
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| 205 | lightcolors[7] = lightcol8 * lightscale8;
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| 206 |
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| 207 | float4 texColor = tex2D(colorTexture, IN.texCoord);
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| 208 | if(length(texColor)==0)texColor = 1;
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| 209 | float4 I = 0;
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| 210 | I = texColor * ambientLight * ambient;
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[1671] | 211 | float maxlightangle = 90.0 / 180.0 * 3.14;
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[1629] | 212 | for(int i=0; i< M; i++)
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| 213 | {
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| 214 | float3 V = normalize(cameraPos - pos);
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| 215 | float3 L = lightpositions[i].xyz - pos * lightpositions[i].w;
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| 216 | float d = length(L);
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| 217 | L = normalize(L);
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| 218 | float3 H = normalize(L + V);
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| 219 |
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| 220 | float spotscale = 1.0;
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| 221 | if( lightdirs[i].w && lightpositions[i].w)//spotlight
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| 222 | {
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| 223 | float lightangle;
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| 224 | lightangle = acos(dot(-L, normalize(lightdirs[i].xyz)));
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| 225 | spotscale = 1 - saturate(lightangle / maxlightangle);
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| 226 | //spotscale *= spotscale;
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| 227 | }
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| 228 |
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| 229 | float4 spec = spotscale * specular * lightcolors[i] * pow(dot(H, N), shininess);
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| 230 | float4 diff = spotscale * texColor * diffuse * lightcolors[i] * dot(L, N);
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| 231 | I += 1.0 / d / d * (spec + diff);
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| 232 | //I+= spotscale;
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| 233 | }
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| 234 |
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| 235 | //return texColor;
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| 236 | //return float4(N,1);
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| 237 | return I;
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| 238 |
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| 239 | }
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| 240 |
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| 241 |
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| 242 |
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[1598] | 243 | float4 PhongPlaneReflectPS( vertOUT IN,
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| 244 | uniform float3 cameraPos,
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| 245 | uniform float3 lightpos1,
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| 246 | uniform float3 lightpos2,
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| 247 | uniform float3 lightpos3,
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| 248 | uniform float3 lightpos4,
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| 249 | uniform float3 lightpos5,
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| 250 | uniform float3 lightpos6,
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| 251 | uniform float3 lightpos7,
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| 252 | uniform float3 lightpos8,
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| 253 | uniform float4 lightcol1,
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| 254 | uniform float4 lightcol2,
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| 255 | uniform float4 lightcol3,
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| 256 | uniform float4 lightcol4,
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| 257 | uniform float4 lightcol5,
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| 258 | uniform float4 lightcol6,
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| 259 | uniform float4 lightcol7,
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| 260 | uniform float4 lightcol8,
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| 261 | uniform float4 ambientLight,
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| 262 | uniform float shininess,
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| 263 | uniform float4 specular,
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| 264 | uniform float4 diffuse,
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| 265 | uniform float4 ambient,
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| 266 | uniform sampler2D reflectionTex,
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| 267 | uniform float reflectionAmount
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| 268 |
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| 269 | ) : COLOR0
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| 270 | {
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| 271 |
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| 272 |
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| 273 | float3 N = IN.mNormal;
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| 274 | N = normalize( N );
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| 275 | float3 pos = IN.wPos;
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| 276 |
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| 277 | float M = 4;
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| 278 |
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| 279 | float3 lightpositions[8];
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| 280 | float4 lightcolors[8];
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| 281 |
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| 282 | lightpositions[0] = lightpos1;
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| 283 | lightpositions[1] = lightpos2;
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| 284 | lightpositions[2] = lightpos3;
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| 285 | lightpositions[3] = lightpos4;
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| 286 | lightpositions[4] = lightpos5;
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| 287 | lightpositions[5] = lightpos6;
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| 288 | lightpositions[6] = lightpos7;
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| 289 | lightpositions[7] = lightpos8;
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| 290 |
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| 291 | lightcolors[0] = lightcol1;
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| 292 | lightcolors[1] = lightcol2;
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| 293 | lightcolors[2] = lightcol3;
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| 294 | lightcolors[3] = lightcol4;
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| 295 | lightcolors[4] = lightcol5;
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| 296 | lightcolors[5] = lightcol6;
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| 297 | lightcolors[6] = lightcol7;
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| 298 | lightcolors[7] = lightcol8;
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| 299 |
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| 300 | float4 I = ambientLight * ambient;
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| 301 |
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| 302 | for(int i=0; i< M; i++)
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| 303 | {
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| 304 | float3 V = normalize(cameraPos - pos);
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| 305 | float3 L = lightpositions[i] - pos;
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| 306 | float d = length(L);
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| 307 | L = normalize(L);
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| 308 | float3 H = normalize(L + V);
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| 309 | float lightscale = 3;
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| 310 | float4 spec = specular * lightcolors[i] * pow(dot(H, N), shininess) * lightscale;
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| 311 | float4 diff = diffuse * lightcolors[i] * abs(dot(L, N)) * lightscale;
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| 312 | float range = 4.0;
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| 313 | I += 1.0 / d * (spec + diff);
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| 314 | }
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| 315 |
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| 316 | float2 uv = (IN.hPosition.xy/IN.hPosition.w + 1.0) * 0.5;
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| 317 | uv.y = 1.0 - uv.y;
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| 318 | float4 reflection = tex2D(reflectionTex, uv);
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| 319 | I *= reflectionAmount * reflection + (1 - reflectionAmount);
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| 320 |
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| 321 | //I = reflection;
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| 322 | //return 1;
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| 323 | return I;
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| 324 |
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| 325 | }
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