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