| [12115] | 1 | struct outPixel |
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| 2 | { |
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| 3 | float4 colour : COLOR0; |
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| 4 | }; |
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| 5 | |
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| 6 | // General functions |
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| 7 | |
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| 8 | // Expand a range-compressed vector |
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| 9 | half4 expand(half4 v) |
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| 10 | { |
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| 11 | return v * 2 - 1; |
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| 12 | } |
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| 13 | half3 expand(half3 v) |
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| 14 | { |
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| 15 | return v * 2 - 1; |
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| 16 | } |
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| 17 | half2 expand(half2 v) |
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| 18 | { |
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| 19 | return v * 2 - 1; |
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| 20 | } |
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| 21 | half1 expand(half1 v) |
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| 22 | { |
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| 23 | return v * 2 - 1; |
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| 24 | } |
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| 25 | |
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| 26 | // Returns light direction from light position and vertex position |
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| 27 | half3 getLightDirection(float4 lightPosition, float4 position) |
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| 28 | { |
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| 29 | // calculate tangent space light vector |
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| 30 | // Get object space light direction |
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| 31 | // Non-normalised since we'll do that in the fragment program anyway |
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| 32 | return lightPosition.xyz - (position.xyz * lightPosition.w); |
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| 33 | } |
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| 34 | |
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| 35 | // Returns eye direction from eye position and vertex position |
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| 36 | half3 getEyeDirection(float3 eyePosition, float4 position) |
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| 37 | { |
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| 38 | return eyePosition - position.xyz; |
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| 39 | } |
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| 40 | |
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| 41 | // Returns a Tangent Binormal Normal matrix |
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| 42 | half3x3 getTBNMatrix(float3 tangent, float3 normal) |
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| 43 | { |
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| 44 | // Calculate the binormal (NB we assume both normal and tangent are |
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| 45 | // already normalised) |
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| 46 | // NB looks like nvidia cross params are BACKWARDS to what you'd expect |
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| 47 | // this equates to NxT, not TxN |
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| 48 | float3 binormal = cross(tangent, normal); |
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| 49 | |
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| 50 | // Form a rotation matrix out of the vectors |
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| 51 | return half3x3(tangent, binormal, normal); |
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| 52 | } |
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| 53 | |
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| 54 | // Returns expanded normal vector from texture map |
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| 55 | half3 getNormalMapVector(sampler2D normalMap, float2 uv) |
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| 56 | { |
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| 57 | // get bump map vector, again expand from range-compressed |
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| 58 | return expand(tex2D(normalMap, uv).xyz); |
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| 59 | } |
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| 60 | |
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| 61 | // Returns displacement vector from normalmaps alpha channel |
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| 62 | half getDisplacement(sampler2D normalMap, float2 uv, half scale, half bias) |
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| 63 | { |
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| 64 | // get the height using the tex coords |
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| 65 | half height = tex2D(normalMap, uv).a; |
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| 66 | |
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| 67 | // calculate displacement |
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| 68 | return (height * scale) + bias; |
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| 69 | } |
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| 70 | |
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| 71 | // Returns a specular component from normal vector, specular colour and specular power |
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| 72 | half3 getSpecularComponent(float3 normal, float3 halfAngle, float3 specularcolour, float specularPower) |
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| 73 | { |
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| 74 | return pow(saturate(dot(normal, halfAngle)), specularPower) * specularcolour; |
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| 75 | } |
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| 76 | |
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| 77 | // Returns a per-pixel lighted component from normal vector, lightdir and colour |
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| 78 | half3 getLightingComponent(float3 normal, float3 lightDir, float3 colour) |
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| 79 | { |
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| 80 | return saturate(dot(normal, lightDir)) * colour; |
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| 81 | } |
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