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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