1/************************************************************************** 2 * 3 * Copyright 2010 Luca Barbieri 4 * 5 * Permission is hereby granted, free of charge, to any person obtaining 6 * a copy of this software and associated documentation files (the 7 * "Software"), to deal in the Software without restriction, including 8 * without limitation the rights to use, copy, modify, merge, publish, 9 * distribute, sublicense, and/or sell copies of the Software, and to 10 * permit persons to whom the Software is furnished to do so, subject to 11 * the following conditions: 12 * 13 * The above copyright notice and this permission notice (including the 14 * next paragraph) shall be included in all copies or substantial 15 * portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 18 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 20 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE 21 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 22 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 23 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 24 * 25 **************************************************************************/ 26 27cbuffer cb 28{ 29 float4x4 proj; 30 float4x4 modelview; 31 float4 light; 32 float4 diffuse; 33 float4 specular; 34 float specular_power; 35}; 36 37struct IA2VS 38{ 39 float4 position : POSITION; 40 float3 normal : NORMAL; 41}; 42 43struct VS2PS 44{ 45 float4 position : SV_POSITION; 46 float3 normal : NORMAL; 47 float3 eye : EYE; 48 float3 light : LIGHT; 49}; 50 51VS2PS vs(IA2VS input) 52{ 53 VS2PS result; 54 55 float3 view = mul((float3x4)modelview, input.position); 56 result.position = mul((float4x4)proj, float4(view, 1)); 57 result.light = light - view; 58 result.eye = -view; 59 result.normal = mul((float3x3)modelview, input.normal); 60 61 return result; 62} 63 64float4 ps(VS2PS input) : SV_TARGET 65{ 66 float3 nlight = normalize(input.light); 67 float3 nnormal = normalize(input.normal); 68 69 float diffuse_c = saturate(dot(nnormal, nlight)); 70 float specular_c = pow(saturate(dot(nnormal, normalize(normalize(input.eye) + nlight))), specular_power); 71 72 return diffuse * diffuse_c + specular * specular_c; 73} 74 75 76