[861] | 1 |
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| 2 | /* Cel shading vertex program for single-pass rendering
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| 3 | In this program, we want to calculate the diffuse and specular
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| 4 | ramp components, and the edge factor (for doing simple outlining)
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| 5 | For the outlining to look good, we need a pretty well curved model.
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| 6 | */
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| 7 | void main_vp(float4 position : POSITION,
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| 8 | float3 normal : NORMAL,
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| 9 | // outputs
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| 10 | out float4 oPosition : POSITION,
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| 11 | out float diffuse : TEXCOORD0,
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| 12 | out float specular : TEXCOORD1,
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| 13 | out float edge : TEXCOORD2,
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| 14 | // parameters
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| 15 | uniform float3 lightPosition, // object space
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| 16 | uniform float3 eyePosition, // object space
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| 17 | uniform float4 shininess,
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| 18 | uniform float4x4 worldViewProj)
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| 19 | {
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| 20 | // calculate output position
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| 21 | oPosition = mul(worldViewProj, position);
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| 22 |
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| 23 | // calculate light vector
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| 24 | float3 N = normalize(normal);
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| 25 | float3 L = normalize(lightPosition - position.xyz);
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| 26 |
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| 27 | // Calculate diffuse component
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| 28 | diffuse = max(dot(N, L) , 0);
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| 29 |
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| 30 | // Calculate specular component
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| 31 | float3 E = normalize(eyePosition - position.xyz);
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| 32 | float3 H = normalize(L + E);
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| 33 | specular = pow(max(dot(N, H), 0), shininess);
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| 34 | // Mask off specular if diffuse is 0
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| 35 | if (diffuse == 0) specular = 0;
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| 36 |
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| 37 | // Edge detection, dot eye and normal vectors
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| 38 | edge = max(dot(N, E), 0);
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| 39 | }
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| 40 |
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| 41 | void main_fp(float diffuseIn : TEXCOORD0,
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| 42 | float specularIn : TEXCOORD1,
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| 43 | float edge : TEXCOORD2,
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| 44 |
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| 45 | out float4 colour : COLOR,
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| 46 |
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| 47 | uniform float4 diffuse,
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| 48 | uniform float4 specular,
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| 49 |
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| 50 | uniform sampler1D diffuseRamp,
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| 51 | uniform sampler1D specularRamp,
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| 52 | uniform sampler1D edgeRamp)
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| 53 | {
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| 54 | // Step functions from textures
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| 55 | diffuseIn = tex1D(diffuseRamp, diffuseIn).x;
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| 56 | specularIn = tex1D(specularRamp, specularIn).x;
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| 57 | edge = tex1D(edgeRamp, edge).x;
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| 58 |
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| 59 | colour = edge * ((diffuse * diffuseIn) +
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| 60 | (specular * specularIn));
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| 61 | }
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| 62 |
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| 63 |
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