1 /// ============================================================================
3 Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
4 Please see the file "AUTHORS" for a list of contributors
6 This program is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
15 See the GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 /// ============================================================================
25 struct cg_vertex2fragment
27 float4 position : TEXCOORD0;
28 float4 tex_diffuse_bump : TEXCOORD1;
29 float4 tex_specular : TEXCOORD2;
30 float4 tex_atten_xy_z : TEXCOORD3;
32 float3 tangent : TEXCOORD4;
33 float3 binormal : TEXCOORD5;
34 float3 normal : TEXCOORD6;
37 struct cg_fragment2final
43 cg_fragment2final main(cg_vertex2fragment IN,
44 uniform sampler2D diffusemap,
45 uniform sampler2D bumpmap,
46 uniform sampler2D specularmap,
47 uniform sampler2D attenuationmap_xy,
48 uniform sampler2D attenuationmap_z,
49 uniform float3 view_origin,
50 uniform float3 light_origin,
51 uniform float3 light_color,
52 uniform float bump_scale,
53 uniform float specular_exponent)
55 cg_fragment2final OUT;
57 // construct object-space-to-tangent-space 3x3 matrix
58 float3x3 rotation = float3x3(IN.tangent, IN.binormal, IN.normal);
60 // compute view direction in tangent space
61 float3 V = normalize(mul(rotation, view_origin - IN.position.xyz));
63 // compute light direction in tangent space
64 float3 L = normalize(mul(rotation, (light_origin - IN.position.xyz)));
66 // compute half angle in tangent space
67 float3 H = normalize(L + V);
69 // compute normal in tangent space from bumpmap
70 float3 T = CG_Expand(tex2D(bumpmap, IN.tex_diffuse_bump.zw).xyz);
72 float3 N = normalize(T);
74 // compute the diffuse term
75 float4 diffuse = tex2D(diffusemap, IN.tex_diffuse_bump.xy);
76 diffuse.rgb *= light_color * saturate(dot(N, L));
78 // compute the specular term
79 float3 specular = tex2D(specularmap, IN.tex_specular.xy).rgb * light_color * pow(saturate(dot(N, H)), specular_exponent);
81 // compute attenuation
82 float3 attenuation_xy = tex2Dproj(attenuationmap_xy, float3(IN.tex_atten_xy_z.x, IN.tex_atten_xy_z.y, IN.tex_atten_xy_z.w)).rgb;
83 float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb;
85 // compute final color
86 OUT.color.rgba = diffuse;
87 OUT.color.rgb += specular;
88 OUT.color.rgb *= attenuation_xy;
89 OUT.color.rgb *= attenuation_z;