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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // 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 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
- // AUTHORS OR COPYRIGHT HOLDERS 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.
- //-----------------------------------------------------------------------------
- #define IN_HLSL
- #include "shdrConsts.h"
- #include "shaderModel.hlsl"
- //-----------------------------------------------------------------------------
- // Data
- //-----------------------------------------------------------------------------
- struct v2f
- {
- float4 HPOS : TORQUE_POSITION;
- float2 TEX0 : TEXCOORD0;
- float4 tangentToCube0 : TEXCOORD1;
- float4 tangentToCube1 : TEXCOORD2;
- float4 tangentToCube2 : TEXCOORD3;
- float4 lightVec : TEXCOORD4;
- float3 pixPos : TEXCOORD5;
- float3 eyePos : TEXCOORD6;
- };
- struct Fragout
- {
- float4 col : TORQUE_TARGET0;
- };
- // Uniforms
- TORQUE_UNIFORM_SAMPLER2D(diffMap,0);
- //TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 1); not used?
- TORQUE_UNIFORM_SAMPLER2D(bumpMap,2);
- uniform float4 specularColor : register(PC_MAT_SPECCOLOR);
- uniform float4 ambient : register(PC_AMBIENT_COLOR);
- uniform float specularPower : register(PC_MAT_SPECPOWER);
- uniform float accumTime : register(PC_ACCUM_TIME);
- //-----------------------------------------------------------------------------
- // Main
- //-----------------------------------------------------------------------------
- Fragout main(v2f IN)
- {
- Fragout OUT;
- float2 texOffset;
- float sinOffset1 = sin( accumTime * 1.5 + IN.TEX0.y * 6.28319 * 3.0 ) * 0.03;
- float sinOffset2 = sin( accumTime * 3.0 + IN.TEX0.y * 6.28319 ) * 0.04;
-
- texOffset.x = IN.TEX0.x + sinOffset1 + sinOffset2;
- texOffset.y = IN.TEX0.y + cos( accumTime * 3.0 + IN.TEX0.x * 6.28319 * 2.0 ) * 0.05;
-
-
- float4 bumpNorm = TORQUE_TEX2D( bumpMap, texOffset ) * 2.0 - 1.0;
- float4 diffuse = TORQUE_TEX2D( diffMap, texOffset );
- OUT.col = diffuse * (saturate( dot( IN.lightVec, bumpNorm.xyz ) ) + ambient);
-
- float3 eyeVec = normalize(IN.eyePos - IN.pixPos);
- float3 halfAng = normalize(eyeVec + IN.lightVec.xyz);
- float specular = saturate( dot(bumpNorm, halfAng) ) * IN.lightVec.w;
- specular = pow(abs(specular), specularPower);
- OUT.col += specularColor * specular;
-
-
-
- return OUT;
- }
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