64 lines
1.8 KiB
Plaintext
64 lines
1.8 KiB
Plaintext
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/* Cel shading vertex program for single-pass rendering
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In this program, we want to calculate the diffuse and specular
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ramp components, and the edge factor (for doing simple outlining)
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For the outlining to look good, we need a pretty well curved model.
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*/
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void main_vp(float4 position : POSITION,
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float3 normal : NORMAL,
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// outputs
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out float4 oPosition : POSITION,
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out float diffuse : TEXCOORD0,
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out float specular : TEXCOORD1,
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out float edge : TEXCOORD2,
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// parameters
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uniform float3 lightPosition, // object space
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uniform float3 eyePosition, // object space
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uniform float4 shininess,
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uniform float4x4 worldViewProj)
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{
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// calculate output position
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oPosition = mul(worldViewProj, position);
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// calculate light vector
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float3 N = normalize(normal);
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float3 L = normalize(lightPosition - position.xyz);
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// Calculate diffuse component
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diffuse = max(dot(N, L) , 0);
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// Calculate specular component
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float3 E = normalize(eyePosition - position.xyz);
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float3 H = normalize(L + E);
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specular = pow(max(dot(N, H), 0), shininess);
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// Mask off specular if diffuse is 0
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if (diffuse == 0) specular = 0;
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// Edge detection, dot eye and normal vectors
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edge = max(dot(N, E), 0);
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}
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void main_fp(float diffuseIn : TEXCOORD0,
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float specularIn : TEXCOORD1,
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float edge : TEXCOORD2,
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out float4 colour : COLOR,
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uniform float4 diffuse,
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uniform float4 specular,
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uniform sampler1D diffuseRamp,
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uniform sampler1D specularRamp,
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uniform sampler1D edgeRamp)
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{
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// Step functions from textures
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diffuseIn = tex1D(diffuseRamp, diffuseIn).x;
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specularIn = tex1D(specularRamp, specularIn).x;
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edge = tex1D(edgeRamp, edge).x;
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colour = edge * ((diffuse * diffuseIn) +
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(specular * specularIn));
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}
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