/************************************************************************** | |
* | |
* Copyright 2010 Luca Barbieri | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining | |
* a copy of this software and associated documentation files (the | |
* "Software"), to deal in the Software without restriction, including | |
* without limitation the rights to use, copy, modify, merge, publish, | |
* distribute, sublicense, and/or sell copies of the Software, and to | |
* permit persons to whom the Software is furnished to do so, subject to | |
* the following conditions: | |
* | |
* The above copyright notice and this permission notice (including the | |
* next paragraph) shall be included in all copies or substantial | |
* portions of the Software. | |
* | |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF | |
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | |
* IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE | |
* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION | |
* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION | |
* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
* | |
**************************************************************************/ | |
cbuffer cb | |
{ | |
float4x4 proj; | |
float4x4 modelview; | |
float4 light; | |
float4 diffuse; | |
float4 specular; | |
float specular_power; | |
}; | |
struct IA2VS | |
{ | |
float4 position : POSITION; | |
float3 normal : NORMAL; | |
}; | |
struct VS2PS | |
{ | |
float4 position : SV_POSITION; | |
float3 normal : NORMAL; | |
float3 eye : EYE; | |
float3 light : LIGHT; | |
}; | |
VS2PS vs(IA2VS input) | |
{ | |
VS2PS result; | |
float3 view = mul((float3x4)modelview, input.position); | |
result.position = mul((float4x4)proj, float4(view, 1)); | |
result.light = light - view; | |
result.eye = -view; | |
result.normal = mul((float3x3)modelview, input.normal); | |
return result; | |
} | |
float4 ps(VS2PS input) : SV_TARGET | |
{ | |
float3 nlight = normalize(input.light); | |
float3 nnormal = normalize(input.normal); | |
float diffuse_c = saturate(dot(nnormal, nlight)); | |
float specular_c = pow(saturate(dot(nnormal, normalize(normalize(input.eye) + nlight))), specular_power); | |
return diffuse * diffuse_c + specular * specular_c; | |
} | |