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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