57b06601cf
Review URL: http://codereview.chromium.org/149438 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@20437 0039d316-1c4b-4281-b951-d872f2087c98
112 linhas
4.0 KiB
GLSL
112 linhas
4.0 KiB
GLSL
/*
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* Copyright 2009, Google Inc.
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the following disclaimer
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* in the documentation and/or other materials provided with the
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* distribution.
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* * Neither the name of Google Inc. nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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// The 4x4 world view projection matrix.
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float4x4 worldViewProjection : WORLDVIEWPROJECTION;
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float4x4 worldInverseTranspose : WORLDINVERSETRANSPOSE;
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float4x4 world : WORLD;
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// light position
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float3 lightWorldPos;
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float3 lightColor;
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// input parameters for our vertex shader
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struct VertexShaderInput {
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float4 position : POSITION;
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float4 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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};
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// input parameters for our pixel shader
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struct PixelShaderInput {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float3 normal : TEXCOORD1;
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float3 worldPosition : TEXCOORD2;
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};
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// function for getting the checker pattern
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float4 checker(float2 uv) {
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float checkSize = 10;
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float fmodResult = fmod(floor(checkSize * uv.x) + floor(checkSize * uv.y),
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2.0);
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return (fmodResult < 1) ?
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float4(0.4, 0.5, 0.5, 1) :
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float4(0.6, 0.8, 0.8, 1);
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}
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/**
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* Our vertex shader. In the vertex shader, we calculate the lighting.
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* Then we'll combine it with our checker pattern input the pixel shader.
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*/
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PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
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PixelShaderInput output;
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// Transform position into clip space.
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output.position = mul(input.position, worldViewProjection);
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// Transform normal into world space, where we can do lighting
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// calculations even if the world transform contains scaling.
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output.normal = mul(input.normal, worldInverseTranspose).xyz;
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// Calculate surface position in world space.
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output.worldPosition = mul(input.position, world).xyz;
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output.texcoord = input.texcoord;
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return output;
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}
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/**
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* Our pixel shader. We take the lighting color we got from the vertex sahder
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* and combine it with our checker pattern. We only need to use the x
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* coordinate of our input.col because we gave it uniform color
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*/
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float4 pixelShaderFunction(PixelShaderInput input): COLOR {
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float3 surfaceToLight = normalize(lightWorldPos - input.worldPosition);
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float3 worldNormal = normalize(input.normal);
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// Apply diffuse lighting in world space in case the world transform
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// contains scaling.
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float4 check = checker(input.texcoord);
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float4 directionalIntensity = saturate(dot(worldNormal, surfaceToLight));
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float4 outColor = directionalIntensity * check;
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return float4(outColor.rgb, 1);
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}
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// Here we tell our effect file *which* functions are
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// our vertex and pixel shaders.
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// #o3d VertexShaderEntryPoint vertexShaderFunction
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// #o3d PixelShaderEntryPoint pixelShaderFunction
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// #o3d MatrixLoadOrder RowMajor
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