+++ /dev/null
-/// ============================================================================
-/*
-Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
-Please see the file "AUTHORS" for a list of contributors
-
-This program is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-*/
-/// ============================================================================
-
-#include "utils.cg"
-
-struct cg_vertex2fragment
-{
- float4 position : TEXCOORD0;
- float4 tex_diffuse_bump : TEXCOORD1;
- float4 tex_specular : TEXCOORD2;
- float4 tex_atten_xy_z : TEXCOORD3;
-
- float3 tangent : TEXCOORD4;
- float3 binormal : TEXCOORD5;
- float3 normal : TEXCOORD6;
-};
-
-struct cg_fragment2final
-{
- float4 color : COLOR;
-};
-
-
-cg_fragment2final main(cg_vertex2fragment IN,
- uniform sampler2D diffusemap,
- uniform sampler2D bumpmap,
- uniform sampler2D specularmap,
- uniform sampler2D attenuationmap_xy,
- uniform sampler2D attenuationmap_z,
- uniform float3 view_origin,
- uniform float3 light_origin,
- uniform float3 light_color,
- uniform float bump_scale,
- uniform float specular_exponent)
-{
- cg_fragment2final OUT;
-
- // construct object-space-to-tangent-space 3x3 matrix
- float3x3 rotation = float3x3(IN.tangent, IN.binormal, IN.normal);
-
- // compute view direction in tangent space
- float3 V = normalize(mul(rotation, view_origin - IN.position.xyz));
-
- // compute light direction in tangent space
- float3 L = normalize(mul(rotation, (light_origin - IN.position.xyz)));
-
- // compute half angle in tangent space
- float3 H = normalize(L + V);
-
- // compute normal in tangent space from bumpmap
- float3 T = CG_Expand(tex2D(bumpmap, IN.tex_diffuse_bump.zw).xyz);
- T.z *= bump_scale;
- float3 N = normalize(T);
-
- // compute the diffuse term
- float4 diffuse = tex2D(diffusemap, IN.tex_diffuse_bump.xy);
- diffuse.rgb *= light_color * saturate(dot(N, L));
-
- // compute the specular term
- float3 specular = tex2D(specularmap, IN.tex_specular.xy).rgb * light_color * pow(saturate(dot(N, H)), specular_exponent);
-
- // compute attenuation
- 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;
- float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb;
-
- // compute final color
- OUT.color.rgba = diffuse;
- OUT.color.rgb += specular;
- OUT.color.rgb *= attenuation_xy;
- OUT.color.rgb *= attenuation_z;
-
- return OUT;
-}