Changeset 2345 for GTP/trunk/App/Demos/Illum/Ogre/Media/MORIA/bump.hlsl
- Timestamp:
- 05/03/07 11:31:38 (17 years ago)
- File:
-
- 1 edited
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GTP/trunk/App/Demos/Illum/Ogre/Media/MORIA/bump.hlsl
r2336 r2345 35 35 Light = normalize(Light); 36 36 float3 Half = normalize(Light + View); 37 float4 Lighting = lit(dot(Normal, Light), dot(Normal, Half), 1 6);37 float4 Lighting = lit(dot(Normal, Light), dot(Normal, Half), 120); 38 38 float4 Color= tex2D(ColorMapSampler, tileTexCoord) * tex2D(DetailMapSampler, detailTexCoord2); 39 39 40 return Lighting.y * Color* (d < lightRange.x) / (lightRange.y + d * lightRange.z + d * d * lightRange.w) * lightPower;40 return (Lighting.y * Color + Lighting.z * 0.5) * (d < lightRange.x) / (lightRange.y + d * lightRange.z + d * d * lightRange.w) * lightPower; 41 41 } 42 42 … … 116 116 float3x3 ModelToTangent = TransfModelToTangent(IN.wTangent, IN.wBinormal, IN.wNormal ); 117 117 // get model space normal vector 118 //float3 tNormal = tex2D(BumpMapSampler, IN.TexNormalCoord).rgb; 119 float3 tNormal = float3(0,1,0); 118 float3 tNormal = tex2D(BumpMapSampler, IN.TexNormalCoord).rgb; 119 if(length(tNormal == 0)) 120 tNormal = float3(0,0,1); 121 tNormal.xy = (tNormal.xy *2.0) - 1.0; 120 122 // Normal vector should be transformed with the inverse transpose of TangentToModel 121 123 // which is the transpose of ModelToTangent … … 130 132 } 131 133 // illumination calculation 132 return Illumination(mLight, IN.wNormal, mView, IN.TexCoord2, IN.TexCoord) * spotFalloff; 134 float4 illum = Illumination(mLight, mNormal/*IN.wNormal*/, mView, IN.TexCoord2, IN.TexCoord) * spotFalloff; 135 return float4(illum.rgb, 0.7); 133 136 134 137 }
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