1 | /******************************************************************************
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2 | Copyright (c) W.J. van der Laan
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3 |
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4 | Permission is hereby granted, free of charge, to any person obtaining a copy of
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5 | this software and associated documentation files (the "Software"), to deal in
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6 | the Software without restriction, including without limitation the rights to use,
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7 | copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
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8 | Software, and to permit persons to whom the Software is furnished to do so, subject
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9 | to the following conditions:
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10 |
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11 | The above copyright notice and this permission notice shall be included in all copies
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12 | or substantial portions of the Software.
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13 |
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14 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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15 | INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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16 | PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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17 | HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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18 | OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
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19 | SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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20 | ******************************************************************************/
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21 | /** Deferred shading framework
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22 | // W.J. :wumpus: van der Laan 2005 //
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23 |
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24 | Material shader: Textured normal mapped
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25 | */
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26 | sampler Tex0: register(s0);
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27 | sampler Tex1: register(s1);
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28 |
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29 | struct OUTPUT
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30 | {
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31 | float4 color0 : COLOR0; // Diffuse color + ?
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32 | float4 color1 : COLOR1; // Normal + depth
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33 | };
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34 |
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35 | float specularity;
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36 |
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37 | OUTPUT main(
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38 | float3 normal: TEXCOORD0,
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39 | float4 texCoord0: TEXCOORD1,
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40 | float depth: TEXCOORD2,
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41 | float3 tangent: TEXCOORD3,
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42 | float3 binormal: TEXCOORD4
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43 | )
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44 | {
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45 | OUTPUT output;
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46 | // Frame for normal mapping
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47 | float3x3 rotation = float3x3(tangent, binormal, normal);
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48 | float3 texnormal = (tex2D(Tex1, texCoord0)-0.5)*2;
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49 |
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50 | output.color0.rgb = tex2D(Tex0, texCoord0);
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51 | output.color0.a = specularity;
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52 | output.color1.xyz = normalize(mul(texnormal,rotation)); // Do normalisation here, saves an operation per light
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53 | output.color1.w = depth;
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54 |
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55 | return output;
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56 | }
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