| [390] | 1 | |
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| 2 | /* Cel shading vertex program for single-pass rendering |
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| 3 | In this program, we want to calculate the diffuse and specular |
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| 4 | ramp components, and the edge factor (for doing simple outlining) |
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| 5 | For the outlining to look good, we need a pretty well curved model. |
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| 6 | */ |
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| 7 | void main_vp(float4 position : POSITION, |
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| 8 | float3 normal : NORMAL, |
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| 9 | // outputs |
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| 10 | out float4 oPosition : POSITION, |
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| 11 | out float diffuse : TEXCOORD0, |
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| 12 | out float specular : TEXCOORD1, |
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| 13 | out float edge : TEXCOORD2, |
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| 14 | // parameters |
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| 15 | uniform float3 lightPosition, // object space |
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| 16 | uniform float3 eyePosition, // object space |
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| 17 | uniform float4 shininess, |
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| 18 | uniform float4x4 worldViewProj) |
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| 19 | { |
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| 20 | // calculate output position |
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| 21 | oPosition = mul(worldViewProj, position); |
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| 22 | |
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| 23 | // calculate light vector |
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| 24 | float3 N = normalize(normal); |
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| 25 | float3 L = normalize(lightPosition - position.xyz); |
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| 26 | |
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| 27 | // Calculate diffuse component |
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| 28 | diffuse = max(dot(N, L) , 0); |
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| 29 | |
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| 30 | // Calculate specular component |
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| 31 | float3 E = normalize(eyePosition - position.xyz); |
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| 32 | float3 H = normalize(L + E); |
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| 33 | specular = pow(max(dot(N, H), 0), shininess); |
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| 34 | // Mask off specular if diffuse is 0 |
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| 35 | if (diffuse == 0) specular = 0; |
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| 36 | |
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| 37 | // Edge detection, dot eye and normal vectors |
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| 38 | edge = max(dot(N, E), 0); |
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| 39 | } |
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| 40 | |
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| 41 | void main_fp(float diffuseIn : TEXCOORD0, |
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| 42 | float specularIn : TEXCOORD1, |
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| 43 | float edge : TEXCOORD2, |
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| 44 | |
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| 45 | out float4 colour : COLOR, |
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| 46 | |
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| 47 | uniform float4 diffuse, |
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| 48 | uniform float4 specular, |
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| 49 | |
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| 50 | uniform sampler1D diffuseRamp, |
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| 51 | uniform sampler1D specularRamp, |
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| 52 | uniform sampler1D edgeRamp) |
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| 53 | { |
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| 54 | // Step functions from textures |
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| 55 | diffuseIn = tex1D(diffuseRamp, diffuseIn).x; |
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| 56 | specularIn = tex1D(specularRamp, specularIn).x; |
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| 57 | edge = tex1D(edgeRamp, edge).x; |
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| 58 | |
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| 59 | colour = edge * ((diffuse * diffuseIn) + |
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| 60 | (specular * specularIn)); |
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| 61 | } |
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| 62 | |
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| 63 | |
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