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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6 | float4 hPosition :TEXCOORD4;
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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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20 | OUT.hPos = OUT.hPosition = mul(worldViewProj, position);
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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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62 | float M = 4;
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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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94 | float lightscale = 3.0;
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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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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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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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122 |
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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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211 | float maxlightangle = 90.0 / 180.0 * 3.14;
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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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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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