[5120] | 1 | // General functions |
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| 2 | |
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| 3 | // Expand a range-compressed vector |
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| 4 | float3 expand(float3 v) |
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| 5 | { |
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| 6 | return (v - 0.5) * 2; |
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| 7 | } |
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| 8 | |
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| 9 | |
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| 10 | /* Bump mapping vertex program |
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| 11 | In this program, we want to calculate the tangent space light vector |
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| 12 | on a per-vertex level which will get passed to the fragment program, |
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| 13 | or to the fixed function dot3 operation, to produce the per-pixel |
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| 14 | lighting effect. |
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| 15 | */ |
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| 16 | void main_vp(float4 position : POSITION, |
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| 17 | float3 normal : NORMAL, |
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| 18 | float2 uv : TEXCOORD0, |
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| 19 | float3 tangent : TANGENT0, |
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| 20 | // outputs |
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| 21 | out float4 oPosition : POSITION, |
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| 22 | out float2 oUv : TEXCOORD0, |
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| 23 | out float3 oTSLightDir : TEXCOORD1, |
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| 24 | // parameters |
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| 25 | uniform float4 lightPosition, // object space |
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| 26 | uniform float4x4 worldViewProj) |
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| 27 | { |
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| 28 | // calculate output position |
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| 29 | oPosition = mul(worldViewProj, position); |
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| 30 | |
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| 31 | // pass the main uvs straight through unchanged |
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| 32 | oUv = uv; |
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| 33 | |
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| 34 | // calculate tangent space light vector |
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| 35 | // Get object space light direction |
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| 36 | // Non-normalised since we'll do that in the fragment program anyway |
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| 37 | float3 lightDir = lightPosition.xyz - (position * lightPosition.w); |
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| 38 | |
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| 39 | // Calculate the binormal (NB we assume both normal and tangent are |
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| 40 | // already normalised) |
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| 41 | // NB looks like nvidia cross params are BACKWARDS to what you'd expect |
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| 42 | // this equates to NxT, not TxN |
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| 43 | float3 binormal = cross(tangent, normal); |
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| 44 | |
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| 45 | // Form a rotation matrix out of the vectors |
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| 46 | float3x3 rotation = float3x3(tangent, binormal, normal); |
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| 47 | |
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| 48 | // Transform the light vector according to this matrix |
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| 49 | oTSLightDir = mul(rotation, lightDir); |
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| 50 | |
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| 51 | |
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| 52 | } |
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| 53 | |
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| 54 | void main_fp( float2 uv : TEXCOORD0, |
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| 55 | float3 TSlightDir : TEXCOORD1, |
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| 56 | |
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| 57 | out float4 colour : COLOR, |
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| 58 | |
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| 59 | uniform float4 lightDiffuse, |
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| 60 | uniform sampler2D normalMap : register(s0), |
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| 61 | uniform samplerCUBE normalCubeMap : register(s1) ) |
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| 62 | { |
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| 63 | // retrieve normalised light vector, expand from range-compressed |
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| 64 | float3 lightVec = expand(texCUBE(normalCubeMap, TSlightDir).xyz); |
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| 65 | |
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| 66 | // get bump map vector, again expand from range-compressed |
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| 67 | float3 bumpVec = expand(tex2D(normalMap, uv).xyz); |
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| 68 | |
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| 69 | // Calculate dot product |
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| 70 | colour = lightDiffuse * dot(bumpVec, lightVec); |
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| 71 | |
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| 72 | } |
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| 73 | |
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| 74 | /* Vertex program which includes specular component */ |
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| 75 | void specular_vp(float4 position : POSITION, |
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| 76 | float3 normal : NORMAL, |
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| 77 | float2 uv : TEXCOORD0, |
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| 78 | float3 tangent : TANGENT0, |
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| 79 | // outputs |
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| 80 | out float4 oPosition : POSITION, |
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| 81 | out float2 oUv : TEXCOORD0, |
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| 82 | out float3 oTSLightDir : TEXCOORD1, |
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| 83 | out float3 oTSHalfAngle : TEXCOORD2, |
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| 84 | // parameters |
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| 85 | uniform float4 lightPosition, // object space |
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| 86 | uniform float3 eyePosition, // object space |
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| 87 | uniform float4x4 worldViewProj) |
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| 88 | { |
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| 89 | // calculate output position |
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| 90 | oPosition = mul(worldViewProj, position); |
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| 91 | |
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| 92 | // pass the main uvs straight through unchanged |
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| 93 | oUv = uv; |
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| 94 | |
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| 95 | // calculate tangent space light vector |
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| 96 | // Get object space light direction |
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| 97 | float3 lightDir = normalize(lightPosition.xyz - (position * lightPosition.w)); |
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| 98 | |
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| 99 | // Calculate the binormal (NB we assume both normal and tangent are |
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| 100 | // already normalised) |
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| 101 | // NB looks like nvidia cross params are BACKWARDS to what you'd expect |
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| 102 | // this equates to NxT, not TxN |
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| 103 | float3 binormal = cross(tangent, normal); |
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| 104 | |
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| 105 | // Form a rotation matrix out of the vectors |
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| 106 | float3x3 rotation = float3x3(tangent, binormal, normal); |
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| 107 | |
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| 108 | // Transform the light vector according to this matrix |
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| 109 | oTSLightDir = mul(rotation, lightDir); |
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| 110 | |
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| 111 | // Calculate half-angle in tangent space |
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| 112 | float3 eyeDir = normalize(eyePosition - position.xyz); |
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| 113 | float3 halfAngle = normalize(eyeDir + lightDir); |
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| 114 | oTSHalfAngle = mul(rotation, halfAngle); |
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| 115 | |
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| 116 | |
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| 117 | } |
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| 118 | |
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| 119 | /* Fragment program which supports specular component */ |
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| 120 | void specular_fp( float2 uv : TEXCOORD0, |
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| 121 | float3 TSlightDir : TEXCOORD1, |
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| 122 | float3 TShalfAngle: TEXCOORD2, |
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| 123 | |
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| 124 | out float4 colour : COLOR, |
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| 125 | |
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| 126 | uniform float4 lightDiffuse, |
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| 127 | uniform float4 lightSpecular, |
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| 128 | uniform float shine, |
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| 129 | uniform sampler2D normalMap : register(s0), |
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| 130 | uniform samplerCUBE normalCubeMap : register(s1), |
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| 131 | uniform samplerCUBE normalCubeMap2 : register(s2)) // we need this second binding to be compatible with ps_1_1, ps_2_0 could reuse the other |
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| 132 | { |
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| 133 | // retrieve normalised light vector, expand from range-compressed |
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| 134 | float3 lightVec = expand(texCUBE(normalCubeMap, TSlightDir).xyz); |
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| 135 | |
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| 136 | // retrieve half angle and normalise through cube map |
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| 137 | float3 halfAngle = expand(texCUBE(normalCubeMap2, TShalfAngle).xyz); |
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| 138 | |
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| 139 | // get bump map vector, again expand from range-compressed |
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| 140 | float3 bumpVec = expand(tex2D(normalMap, uv).xyz); |
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| 141 | |
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| 142 | |
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| 143 | float specFactor = pow(dot(bumpVec, halfAngle),shine); |
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| 144 | |
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| 145 | |
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| 146 | |
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| 147 | // Calculate dot product for diffuse |
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| 148 | colour = (lightDiffuse * saturate(dot(bumpVec, lightVec))) + |
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| 149 | (lightSpecular * specFactor); |
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| 150 | |
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| 151 | } |
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| 152 | |
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