1 | // General functions |
---|
2 | |
---|
3 | // Expand a range-compressed vector |
---|
4 | float3 expand(float3 v) |
---|
5 | { |
---|
6 | return (v - 0.5) * 2; |
---|
7 | } |
---|
8 | |
---|
9 | |
---|
10 | /* Bump mapping vertex program |
---|
11 | In this program, we want to calculate the tangent space light vector |
---|
12 | on a per-vertex level which will get passed to the fragment program, |
---|
13 | or to the fixed function dot3 operation, to produce the per-pixel |
---|
14 | lighting effect. |
---|
15 | */ |
---|
16 | void main_vp(float4 position : POSITION, |
---|
17 | float3 normal : NORMAL, |
---|
18 | float2 uv : TEXCOORD0, |
---|
19 | float4 tangent : TANGENT, |
---|
20 | // outputs |
---|
21 | out float4 oPosition : POSITION, |
---|
22 | out float2 oUv : TEXCOORD0, |
---|
23 | out float3 oTSLightDir : TEXCOORD1, |
---|
24 | // parameters |
---|
25 | uniform float4 lightPosition, // object space |
---|
26 | uniform float4x4 worldViewProj) |
---|
27 | { |
---|
28 | // calculate output position |
---|
29 | oPosition = mul(worldViewProj, position); |
---|
30 | |
---|
31 | // pass the main uvs straight through unchanged |
---|
32 | oUv = uv; |
---|
33 | |
---|
34 | // calculate tangent space light vector |
---|
35 | // Get object space light direction |
---|
36 | // Non-normalised since we'll do that in the fragment program anyway |
---|
37 | float3 lightDir = lightPosition.xyz - (position * lightPosition.w); |
---|
38 | |
---|
39 | // Calculate the binormal (NB we assume both normal and tangent are |
---|
40 | // already normalised) |
---|
41 | // NB looks like nvidia cross params are BACKWARDS to what you'd expect |
---|
42 | // this equates to NxT, not TxN |
---|
43 | |
---|
44 | #if TANGENTS_HAVE_PARITY |
---|
45 | float3 binormal = cross(tangent.xyz, normal) * tangent.www; |
---|
46 | #else |
---|
47 | // fixed handedness |
---|
48 | float3 binormal = cross(tangent.xyz, normal); |
---|
49 | #endif |
---|
50 | |
---|
51 | // Form a rotation matrix out of the vectors |
---|
52 | float3x3 rotation = float3x3(tangent.xyz, binormal, normal); |
---|
53 | |
---|
54 | // Transform the light vector according to this matrix |
---|
55 | oTSLightDir = mul(rotation, lightDir); |
---|
56 | |
---|
57 | |
---|
58 | } |
---|
59 | |
---|
60 | /* Bump mapping vertex program for shadow receiving |
---|
61 | In this program, we want to calculate the tangent space light vector |
---|
62 | on a per-vertex level which will get passed to the fragment program, |
---|
63 | or to the fixed function dot3 operation, to produce the per-pixel |
---|
64 | lighting effect. |
---|
65 | */ |
---|
66 | void main_shadowreceiver_vp(float4 position : POSITION, |
---|
67 | float3 normal : NORMAL, |
---|
68 | float2 uv : TEXCOORD0, |
---|
69 | float3 tangent : TANGENT, |
---|
70 | |
---|
71 | // outputs |
---|
72 | out float4 oPosition : POSITION, |
---|
73 | out float4 uvproj : TEXCOORD0, |
---|
74 | out float2 oUv : TEXCOORD1, |
---|
75 | out float3 oTSLightDir : TEXCOORD2, |
---|
76 | |
---|
77 | // parameters |
---|
78 | uniform float4 lightPosition, // object space |
---|
79 | uniform float4x4 worldViewProj, |
---|
80 | uniform float4x4 worldMatrix, |
---|
81 | uniform float4x4 texViewProj) |
---|
82 | { |
---|
83 | // calculate output position |
---|
84 | oPosition = mul(worldViewProj, position); |
---|
85 | |
---|
86 | // pass the main uvs straight through unchanged |
---|
87 | oUv = uv; |
---|
88 | |
---|
89 | // calculate tangent space light vector |
---|
90 | // Get object space light direction |
---|
91 | // Non-normalised since we'll do that in the fragment program anyway |
---|
92 | float3 lightDir = lightPosition.xyz - (position * lightPosition.w); |
---|
93 | |
---|
94 | // Calculate the binormal (NB we assume both normal and tangent are |
---|
95 | // already normalised) |
---|
96 | // NB looks like nvidia cross params are BACKWARDS to what you'd expect |
---|
97 | // this equates to NxT, not TxN |
---|
98 | float3 binormal = cross(tangent, normal); |
---|
99 | |
---|
100 | // Form a rotation matrix out of the vectors |
---|
101 | float3x3 rotation = float3x3(tangent.xyz, binormal, normal); |
---|
102 | |
---|
103 | // Transform the light vector according to this matrix |
---|
104 | oTSLightDir = mul(rotation, lightDir); |
---|
105 | |
---|
106 | // Projection |
---|
107 | uvproj = mul(worldMatrix, position); |
---|
108 | uvproj = mul(texViewProj, uvproj); |
---|
109 | |
---|
110 | } |
---|
111 | |
---|
112 | |
---|
113 | void main_fp( float4 position : POSITION, |
---|
114 | float2 uv : TEXCOORD0, |
---|
115 | float3 TSlightDir : TEXCOORD1, |
---|
116 | |
---|
117 | out float4 colour : COLOR, |
---|
118 | |
---|
119 | uniform float4 lightDiffuse, |
---|
120 | uniform sampler2D normalMap : register(s0)) |
---|
121 | { |
---|
122 | // retrieve normalised light vector, expand from range-compressed |
---|
123 | float3 lightVec = normalize(TSlightDir).xyz; |
---|
124 | |
---|
125 | // get bump map vector, again expand from range-compressed |
---|
126 | float3 bumpVec = expand(tex2D(normalMap, uv).xyz); |
---|
127 | |
---|
128 | // Calculate dot product |
---|
129 | colour = lightDiffuse * dot(bumpVec, lightVec); |
---|
130 | |
---|
131 | } |
---|
132 | |
---|
133 | void main_shadowreceiver_fp( float4 position : POSITION, |
---|
134 | float4 uvproj : TEXCOORD0, |
---|
135 | float2 uv : TEXCOORD1, |
---|
136 | float3 TSlightDir : TEXCOORD2, |
---|
137 | |
---|
138 | out float4 colour : COLOR, |
---|
139 | |
---|
140 | uniform float4 lightDiffuse, |
---|
141 | uniform sampler2D shadowMap : register(s0), |
---|
142 | uniform sampler2D normalMap : register(s1)) |
---|
143 | { |
---|
144 | |
---|
145 | |
---|
146 | // retrieve normalised light vector, expand from range-compressed |
---|
147 | float3 lightVec = expand(normalize(TSlightDir).xyz); |
---|
148 | |
---|
149 | // get bump map vector, again expand from range-compressed |
---|
150 | float3 bumpVec = expand(tex2D(normalMap, uv).xyz); |
---|
151 | |
---|
152 | // get shadow value |
---|
153 | float3 shadow = tex2Dproj(shadowMap, uvproj).xyz; |
---|
154 | |
---|
155 | // Calculate dot product |
---|
156 | colour = float4(shadow * lightDiffuse * dot(bumpVec, lightVec), 1.0f); |
---|
157 | |
---|
158 | } |
---|
159 | |
---|
160 | /* Vertex program which includes specular component */ |
---|
161 | void specular_vp(float4 position : POSITION, |
---|
162 | float3 normal : NORMAL, |
---|
163 | float2 uv : TEXCOORD0, |
---|
164 | float3 tangent : TANGENT, |
---|
165 | // outputs |
---|
166 | out float4 oPosition : POSITION, |
---|
167 | out float2 oUv : TEXCOORD0, |
---|
168 | out float3 oTSLightDir : TEXCOORD1, |
---|
169 | out float3 oTSHalfAngle : TEXCOORD2, |
---|
170 | // parameters |
---|
171 | uniform float4 lightPosition, // object space |
---|
172 | uniform float3 eyePosition, // object space |
---|
173 | uniform float4x4 worldViewProj) |
---|
174 | { |
---|
175 | // calculate output position |
---|
176 | oPosition = mul(worldViewProj, position); |
---|
177 | |
---|
178 | // pass the main uvs straight through unchanged |
---|
179 | oUv = uv; |
---|
180 | |
---|
181 | // calculate tangent space light vector |
---|
182 | // Get object space light direction |
---|
183 | float3 lightDir = normalize(lightPosition.xyz - (position * lightPosition.w)); |
---|
184 | |
---|
185 | // Calculate the binormal (NB we assume both normal and tangent are |
---|
186 | // already normalised) |
---|
187 | // NB looks like nvidia cross params are BACKWARDS to what you'd expect |
---|
188 | // this equates to NxT, not TxN |
---|
189 | float3 binormal = cross(tangent, normal); |
---|
190 | |
---|
191 | // Form a rotation matrix out of the vectors |
---|
192 | float3x3 rotation = float3x3(tangent, binormal, normal); |
---|
193 | |
---|
194 | // Transform the light vector according to this matrix |
---|
195 | oTSLightDir = mul(rotation, lightDir); |
---|
196 | |
---|
197 | // Calculate half-angle in tangent space |
---|
198 | float3 eyeDir = normalize(eyePosition - position.xyz); |
---|
199 | float3 halfAngle = normalize(eyeDir + lightDir); |
---|
200 | oTSHalfAngle = mul(rotation, halfAngle); |
---|
201 | |
---|
202 | |
---|
203 | } |
---|
204 | |
---|
205 | /* Fragment program which supports specular component */ |
---|
206 | void specular_fp( float4 position : POSITION, |
---|
207 | float2 uv : TEXCOORD0, |
---|
208 | float3 TSlightDir : TEXCOORD1, |
---|
209 | float3 TShalfAngle: TEXCOORD2, |
---|
210 | |
---|
211 | out float4 colour : COLOR, |
---|
212 | |
---|
213 | uniform float4 lightDiffuse, |
---|
214 | uniform float4 lightSpecular, |
---|
215 | uniform sampler2D normalMap : register(s0)) |
---|
216 | { |
---|
217 | // retrieve normalised light vector |
---|
218 | float3 lightVec = normalize(TSlightDir); |
---|
219 | |
---|
220 | // retrieve half angle and normalise |
---|
221 | float3 halfAngle = normalize(TShalfAngle); |
---|
222 | |
---|
223 | // get bump map vector, again expand from range-compressed |
---|
224 | float3 bumpVec = expand(tex2D(normalMap, uv).xyz); |
---|
225 | |
---|
226 | // Pre-raise the specular exponent to the eight power |
---|
227 | float specFactor = pow(saturate(dot(bumpVec, halfAngle)), 4); |
---|
228 | |
---|
229 | |
---|
230 | // Calculate dot product for diffuse |
---|
231 | colour = (lightDiffuse * saturate(dot(bumpVec, lightVec))) + |
---|
232 | (lightSpecular * specFactor); |
---|
233 | |
---|
234 | } |
---|
235 | |
---|