[12115] | 1 | |
---|
| 2 | /* Cel shading vertex program for single-pass rendering |
---|
| 3 | In this program, we want to calculate the diffuse and specular |
---|
| 4 | ramp components, and the edge factor (for doing simple outlining) |
---|
| 5 | For the outlining to look good, we need a pretty well curved model. |
---|
| 6 | */ |
---|
| 7 | void main_vp(float4 position : POSITION, |
---|
| 8 | float3 normal : NORMAL, |
---|
| 9 | // outputs |
---|
| 10 | out float4 oPosition : POSITION, |
---|
| 11 | out float diffuse : TEXCOORD0, |
---|
| 12 | out float specular : TEXCOORD1, |
---|
| 13 | out float edge : TEXCOORD2, |
---|
| 14 | // parameters |
---|
| 15 | uniform float3 lightPosition, // object space |
---|
| 16 | uniform float3 eyePosition, // object space |
---|
| 17 | uniform float4 shininess, |
---|
| 18 | uniform float4x4 worldViewProj) |
---|
| 19 | { |
---|
| 20 | // calculate output position |
---|
| 21 | oPosition = mul(worldViewProj, position); |
---|
| 22 | |
---|
| 23 | // calculate light vector |
---|
| 24 | float3 N = normalize(normal); |
---|
| 25 | float3 L = normalize(lightPosition - position.xyz); |
---|
| 26 | |
---|
| 27 | // Calculate diffuse component |
---|
| 28 | diffuse = max(dot(N, L) , 0); |
---|
| 29 | |
---|
| 30 | // Calculate specular component |
---|
| 31 | float3 E = normalize(eyePosition - position.xyz); |
---|
| 32 | float3 H = normalize(L + E); |
---|
| 33 | specular = pow(max(dot(N, H), 0), shininess); |
---|
| 34 | // Mask off specular if diffuse is 0 |
---|
| 35 | if (diffuse == 0) specular = 0; |
---|
| 36 | |
---|
| 37 | // Edge detection, dot eye and normal vectors |
---|
| 38 | edge = max(dot(N, E), 0); |
---|
| 39 | } |
---|
| 40 | |
---|
| 41 | void main_fp( float4 position : POSITION, |
---|
| 42 | float diffuseIn : TEXCOORD0, |
---|
| 43 | float specularIn : TEXCOORD1, |
---|
| 44 | float edge : TEXCOORD2, |
---|
| 45 | |
---|
| 46 | out float4 colour : COLOR, |
---|
| 47 | |
---|
| 48 | uniform float4 diffuse, |
---|
| 49 | uniform float4 specular, |
---|
| 50 | |
---|
| 51 | uniform sampler1D diffuseRamp, |
---|
| 52 | uniform sampler1D specularRamp, |
---|
| 53 | uniform sampler1D edgeRamp) |
---|
| 54 | { |
---|
| 55 | // Step functions from textures |
---|
| 56 | diffuseIn = tex1D(diffuseRamp, diffuseIn).x; |
---|
| 57 | specularIn = tex1D(specularRamp, specularIn).x; |
---|
| 58 | edge = tex1D(edgeRamp, edge).x; |
---|
| 59 | |
---|
| 60 | colour = edge * ((diffuse * diffuseIn) + |
---|
| 61 | (specular * specularIn)); |
---|
| 62 | } |
---|
| 63 | |
---|
| 64 | |
---|