[390] | 1 | /* Bump mapping with Parallax offset vertex program |
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| 2 | In this program, we want to calculate the tangent space light end eye vectors |
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| 3 | which will get passed to the fragment program to produce the per-pixel bump map |
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| 4 | with parallax offset effect. |
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| 5 | */ |
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| 6 | |
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| 7 | /* Vertex program that moves light and eye vectors into texture tangent space at vertex */ |
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| 8 | |
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| 9 | void main_vp(float4 position : POSITION, |
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| 10 | float3 normal : NORMAL, |
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| 11 | float2 uv : TEXCOORD0, |
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| 12 | float3 tangent : TANGENT0, |
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| 13 | // outputs |
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| 14 | out float4 oPosition : POSITION, |
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| 15 | out float2 oUv : TEXCOORD0, |
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| 16 | out float3 oLightDir : TEXCOORD1, // tangent space |
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| 17 | out float3 oEyeDir : TEXCOORD2, // tangent space |
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| 18 | out float3 oHalfAngle : TEXCOORD3, // |
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| 19 | // parameters |
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| 20 | uniform float4 lightPosition, // object space |
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| 21 | uniform float3 eyePosition, // object space |
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| 22 | uniform float4x4 worldViewProj) |
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| 23 | { |
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| 24 | // calculate output position |
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| 25 | oPosition = mul(worldViewProj, position); |
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| 26 | |
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| 27 | // pass the main uvs straight through unchanged |
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| 28 | oUv = uv; |
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| 29 | |
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| 30 | // calculate tangent space light vector |
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| 31 | // Get object space light direction |
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| 32 | float3 lightDir = normalize(lightPosition.xyz - (position * lightPosition.w)); |
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| 33 | float3 eyeDir = eyePosition - position.xyz; |
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| 34 | |
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| 35 | // Calculate the binormal (NB we assume both normal and tangent are |
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| 36 | // already normalised) |
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| 37 | // NB looks like nvidia cross params are BACKWARDS to what you'd expect |
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| 38 | // this equates to NxT, not TxN |
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| 39 | float3 binormal = cross(tangent, normal); |
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| 40 | |
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| 41 | // Form a rotation matrix out of the vectors |
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| 42 | float3x3 rotation = float3x3(tangent, binormal, normal); |
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| 43 | |
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| 44 | // Transform the light vector according to this matrix |
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| 45 | lightDir = normalize(mul(rotation, lightDir)); |
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| 46 | eyeDir = normalize(mul(rotation, eyeDir)); |
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| 47 | |
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| 48 | oLightDir = lightDir; |
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| 49 | oEyeDir = eyeDir; |
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| 50 | oHalfAngle = normalize(eyeDir + lightDir); |
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| 51 | } |
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| 52 | |
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| 53 | // General functions |
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| 54 | |
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| 55 | // Expand a range-compressed vector |
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| 56 | float3 expand(float3 v) |
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| 57 | { |
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| 58 | return (v - 0.5) * 2; |
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| 59 | } |
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| 60 | |
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| 61 | void main_fp(float2 uv : TEXCOORD0, |
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| 62 | float3 lightDir : TEXCOORD1, |
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| 63 | float3 eyeDir : TEXCOORD2, |
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| 64 | float3 halfAngle : TEXCOORD3, |
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| 65 | uniform float3 lightDiffuse, |
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| 66 | uniform float3 lightSpecular, |
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| 67 | uniform float4 scaleBias, |
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| 68 | uniform sampler2D normalHeightMap, |
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| 69 | uniform sampler2D diffuseMap, |
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| 70 | out float4 oColor : COLOR) |
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| 71 | { |
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| 72 | // get the height using the tex coords |
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| 73 | float height = tex2D(normalHeightMap, uv).a; |
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| 74 | |
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| 75 | // scale and bias factors |
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| 76 | float scale = scaleBias.x; |
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| 77 | float bias = scaleBias.y; |
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| 78 | |
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| 79 | // calculate displacement |
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| 80 | float displacement = (height * scale) + bias; |
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| 81 | |
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| 82 | float3 uv2 = float3(uv, 1); |
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| 83 | |
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| 84 | // calculate the new tex coord to use for normal and diffuse |
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| 85 | float2 newTexCoord = ((eyeDir * displacement) + uv2).xy; |
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| 86 | |
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| 87 | // get the new normal and diffuse values |
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| 88 | float3 normal = expand(tex2D(normalHeightMap, newTexCoord).xyz); |
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| 89 | float3 diffuse = tex2D(diffuseMap, newTexCoord).xyz; |
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| 90 | |
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| 91 | float3 specular = pow(saturate(dot(normal, halfAngle)), 32) * lightSpecular; |
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| 92 | float3 col = diffuse * saturate(dot(normal, lightDir)) * lightDiffuse + specular; |
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| 93 | |
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| 94 | oColor = float4(col, 1); |
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| 95 | } |
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| 96 | |
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| 97 | |
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