blob: 679d417cd781a6f73d6c9ec5dbd4b04d69ab4bf4 [file] [log] [blame]
/**************************************************************************
*
* 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;
}