1 | // General functions
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2 |
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3 | // Expand a range-compressed vector
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4 | float3 expand(float3 v)
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5 | {
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6 | return (v - 0.5) * 2;
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7 | }
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8 |
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9 |
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10 | /* Bump mapping vertex program
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11 | In this program, we want to calculate the tangent space light vector
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12 | on a per-vertex level which will get passed to the fragment program,
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13 | or to the fixed function dot3 operation, to produce the per-pixel
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14 | lighting effect.
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15 | */
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16 | void main_vp(float4 position : POSITION,
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17 | float3 normal : NORMAL,
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18 | float2 uv : TEXCOORD0,
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19 | float3 tangent : TEXCOORD1,
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20 | // outputs
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21 | out float4 oPosition : POSITION,
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22 | out float2 oUv : TEXCOORD0,
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23 | out float3 oTSLightDir : TEXCOORD1,
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24 | // parameters
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25 | uniform float4 lightPosition, // object space
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26 | uniform float4x4 worldViewProj)
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27 | {
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28 | // calculate output position
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29 | oPosition = mul(worldViewProj, position);
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30 |
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31 | // pass the main uvs straight through unchanged
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32 | oUv = uv;
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33 |
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34 | // calculate tangent space light vector
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35 | // Get object space light direction
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36 | float3 lightDir = normalize(lightPosition.xyz - (position * lightPosition.w));
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37 |
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38 | // Calculate the binormal (NB we assume both normal and tangent are
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39 | // already normalised)
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40 | // NB looks like nvidia cross params are BACKWARDS to what you'd expect
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41 | // this equates to NxT, not TxN
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42 | float3 binormal = cross(tangent, normal);
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43 |
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44 | // Form a rotation matrix out of the vectors
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45 | float3x3 rotation = float3x3(tangent, binormal, normal);
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46 |
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47 | // Transform the light vector according to this matrix
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48 | oTSLightDir = normalize(mul(rotation, lightDir));
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49 |
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50 |
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51 | }
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52 |
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53 | void main_fp( float2 uv : TEXCOORD0,
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54 | float3 TSlightDir : TEXCOORD1,
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55 |
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56 | out float4 colour : COLOR,
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57 |
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58 | uniform float4 lightDiffuse,
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59 | uniform sampler2D normalMap,
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60 | uniform samplerCUBE normalCubeMap)
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61 | {
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62 | // retrieve normalised light vector, expand from range-compressed
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63 | float3 lightVec = expand(texCUBE(normalCubeMap, TSlightDir).xyz);
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64 |
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65 | // get bump map vector, again expand from range-compressed
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66 | float3 bumpVec = expand(tex2D(normalMap, uv).xyz);
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67 |
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68 | // Calculate dot product
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69 | colour = lightDiffuse * dot(bumpVec, lightVec);
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70 |
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71 | }
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72 |
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73 | /* Vertex program which includes specular component */
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74 | void specular_vp(float4 position : POSITION,
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75 | float3 normal : NORMAL,
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76 | float2 uv : TEXCOORD0,
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77 | float3 tangent : TEXCOORD1,
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78 | // outputs
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79 | out float4 oPosition : POSITION,
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80 | out float2 oUv : TEXCOORD0,
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81 | out float3 oTSLightDir : TEXCOORD1,
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82 | out float3 oTSHalfAngle : TEXCOORD2,
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83 | // parameters
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84 | uniform float4 lightPosition, // object space
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85 | uniform float3 eyePosition, // object space
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86 | uniform float4x4 worldViewProj)
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87 | {
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88 | // calculate output position
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89 | oPosition = mul(worldViewProj, position);
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90 |
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91 | // pass the main uvs straight through unchanged
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92 | oUv = uv;
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93 |
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94 | // calculate tangent space light vector
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95 | // Get object space light direction
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96 | float3 lightDir = normalize(lightPosition.xyz - (position * lightPosition.w));
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97 |
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98 | // Calculate the binormal (NB we assume both normal and tangent are
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99 | // already normalised)
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100 | // NB looks like nvidia cross params are BACKWARDS to what you'd expect
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101 | // this equates to NxT, not TxN
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102 | float3 binormal = cross(tangent, normal);
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103 |
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104 | // Form a rotation matrix out of the vectors
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105 | float3x3 rotation = float3x3(tangent, binormal, normal);
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106 |
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107 | // Transform the light vector according to this matrix
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108 | oTSLightDir = normalize(mul(rotation, lightDir));
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109 |
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110 | // Calculate half-angle in tangent space
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111 | float3 eyeDir = eyePosition - position.xyz;
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112 | float3 halfAngle = normalize(eyeDir + lightDir);
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113 | oTSHalfAngle = mul(rotation, halfAngle);
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114 |
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115 |
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116 | }
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117 |
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118 | /* Fragment program which supports specular component */
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119 | void specular_fp( float2 uv : TEXCOORD0,
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120 | float3 TSlightDir : TEXCOORD1,
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121 | float3 TShalfAngle: TEXCOORD2,
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122 |
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123 | out float4 colour : COLOR,
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124 |
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125 | uniform float4 lightDiffuse,
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126 | uniform float4 lightSpecular,
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127 | uniform sampler2D normalMap,
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128 | uniform samplerCUBE normalCubeMap,
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129 | uniform samplerCUBE normalCubeMap2) // we need this second binding to be compatible with ps_1_1, ps_2_0 could reuse the other
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130 | {
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131 | // retrieve normalised light vector, expand from range-compressed
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132 | float3 lightVec = expand(texCUBE(normalCubeMap, TSlightDir).xyz);
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133 |
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134 | // retrieve half angle and normalise through cube map
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135 | float3 halfAngle = expand(texCUBE(normalCubeMap2, TShalfAngle).xyz);
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136 |
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137 | // get bump map vector, again expand from range-compressed
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138 | float3 bumpVec = expand(tex2D(normalMap, uv).xyz);
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139 |
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140 | // Pre-raise the specular exponent to the eight power
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141 | // Note we have no 'pow' function in basic fragment programs, if we were willing to accept compatibility
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142 | // with ps_2_0 / arbfp1 and above, we could have a variable shininess parameter
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143 | // This is equivalent to
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144 | float specFactor = dot(bumpVec, halfAngle);
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145 | for (int i = 0; i < 3; ++i)
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146 | specFactor *= specFactor;
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147 |
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148 |
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149 | // Calculate dot product for diffuse
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150 | colour = (lightDiffuse * saturate(dot(bumpVec, lightVec))) +
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151 | (lightSpecular * specFactor);
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152 |
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153 | }
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154 |
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