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History: CelShading.cg

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// // The maximum number of lights per-object. Decrease this value if you need some extra performance. // // If you change this, then you must enter 'CelShading.program' and change the '$numLights' // variable to match this definition. #define NUM_LIGHTS 8 float2 calculateSurfaceLighting( float3 pos, float3 norm, float4 lightPos, float4 lightAtten, sampler1D diffuseRamp, float3 eyePos, float shininess, sampler1D specRamp ) { norm = normalize(norm); // // Calculate light vector and distance float3 lightVec = 0; if (lightPos.w == 1) lightVec = lightPos.xyz - pos; else lightVec = lightPos.xyz; float lightDist = length(lightVec); lightVec = normalize(lightVec); // // Calculate the direction in-between the light direction and the camera's direction. float3 eyeVec = normalize(eyePos - pos); float3 halfDir = normalize(lightVec + eyeVec); // // Calculate luminosity based on light attenuation float luminosity = 0; if( lightAtten.x > lightDist) luminosity = 1.0 / ( lightAtten.y + lightAtten.z*lightDist + lightAtten.w*(lightDist*lightDist) ); // // Get diffuse component based on the dot product of the normal and the light direction, // multiplied by the luminosity component. float diffComponent = max(dot(norm, lightVec), 0)*luminosity; // // Get specular component based on the dot product of the normal and the half-camera-light // direction, multiplied by the luminosity component. float specComponent = pow(max(dot(norm, halfDir), 0), shininess)*luminosity; float diffuse = tex1D(diffuseRamp, diffComponent).r; float specular = tex1D(specRamp, specComponent).r; return float2(diffuse, specular); } // // Vertex program float4 main_vp( float4 iPos : POSITION, float3 iNorm : NORMAL, float2 iUV : TEXCOORD0, out float3 oPos : TEXCOORD0, out float3 oNorm : TEXCOORD1, out float2 oUV : TEXCOORD3, uniform float4x4 worldViewProj ) : POSITION { oPos = iPos.xyz; oNorm = iNorm; oUV = iUV; return mul(worldViewProj, iPos); } // // Color fragment program float4 main_fp( float3 iPos : TEXCOORD0, float3 iNorm : TEXCOORD1, uniform float3 eyePosition, uniform float4 ambientColor, uniform float4 diffuseColor, uniform float4 specularColor, uniform float4 emissiveColor, uniform float shininess, uniform float3 ambientLight, // Light params uniform float4 lightDiffuse[NUM_LIGHTS], uniform float4 lightSpecular[NUM_LIGHTS], uniform float4 lightPosition[NUM_LIGHTS], uniform float4 lightAttenuation[NUM_LIGHTS], // Texture params uniform sampler1D diffuseRamp : register(s0), uniform sampler1D specRamp : register(s1) ) : COLOR { float4 surfaceColor = float4(ambientLight,1)*ambientColor; for (char i = 0; i < NUM_LIGHTS; i++) { if ((length(lightDiffuse[i]) > 0 && length(diffuseColor) > 0) || (length(lightSpecular[i]) > 0 && length(specularColor) > 0)) { float2 surfaceLight = calculateSurfaceLighting( iPos, iNorm, lightPosition[i], lightAttenuation[i], diffuseRamp, eyePosition, shininess, specRamp); surfaceColor += surfaceLight.x*diffuseColor*lightDiffuse[i] + surfaceLight.y*lightSpecular[i]*specularColor; } } return saturate(emissiveColor + surfaceColor); } // // Decal fragment program float4 mainDecal_fp( float3 iPos : TEXCOORD0, float3 iNorm : TEXCOORD1, float3 iUV : TEXCOORD3, uniform float3 eyePosition, uniform float4 ambientColor, uniform float4 diffuseColor, uniform float4 specularColor, uniform float4 emissiveColor, uniform float shininess, uniform float3 ambientLight, // Light params uniform float4 lightDiffuse[NUM_LIGHTS], uniform float4 lightSpecular[NUM_LIGHTS], uniform float4 lightPosition[NUM_LIGHTS], uniform float4 lightAttenuation[NUM_LIGHTS], // Texture params uniform sampler1D diffuseRamp : register(s0), uniform sampler1D specRamp : register(s1), uniform sampler2D decalTex : register(s2) ) : COLOR { float4 surfaceColor = float4(ambientLight,1)*ambientColor; float4 specularSurface = 0; float4 texColor = tex2D(decalTex, iUV); for (char i = 0; i < NUM_LIGHTS; i++) { if ((length(lightDiffuse[i]) > 0 && length(diffuseColor) > 0 && length(texColor) > 0) || (length(lightSpecular[i]) > 0 && length(specularColor) > 0)) { float2 surfaceLight = calculateSurfaceLighting( iPos, iNorm, lightPosition[i], lightAttenuation[i], diffuseRamp, eyePosition, shininess, specRamp); surfaceColor += surfaceLight.x*diffuseColor*lightDiffuse[i]; specularSurface += surfaceLight.y*lightSpecular[i]*specularColor; } } return texColor*saturate(emissiveColor + surfaceColor) + specularSurface; } // // Decal + Specular Mapping fragment program float4 mainDecalSpec_fp( float3 iPos : TEXCOORD0, float3 iNorm : TEXCOORD1, float3 iUV : TEXCOORD3, uniform float3 eyePosition, uniform float4 ambientColor, uniform float4 diffuseColor, uniform float4 specularColor, uniform float4 emissiveColor, uniform float shininess, uniform float3 ambientLight, // Light params uniform float4 lightDiffuse[NUM_LIGHTS], uniform float4 lightSpecular[NUM_LIGHTS], uniform float4 lightPosition[NUM_LIGHTS], uniform float4 lightAttenuation[NUM_LIGHTS], // Texture params uniform sampler1D diffuseRamp : register(s0), uniform sampler1D specRamp : register(s1), uniform sampler2D decalTex : register(s2), uniform sampler2D specMap : register(s3)) : COLOR { float4 surfaceColor = float4(ambientLight,1)*ambientColor; float4 specularSurface = 0; float4 texColor = tex2D(decalTex, iUV); float4 specMapColor = tex2D(specMap, iUV); for (char i = 0; i < NUM_LIGHTS; i++) { if ((length(lightDiffuse[i]) > 0 && length(diffuseColor) > 0 && length(texColor) > 0) || (length(lightSpecular[i]) > 0 && length(specularColor) > 0 && length(specMapColor) > 0)) { float2 surfaceLight = calculateSurfaceLighting( iPos, iNorm, lightPosition[i], lightAttenuation[i], diffuseRamp, eyePosition, shininess, specRamp); surfaceColor += surfaceLight.x*diffuseColor*lightDiffuse[i]; specularSurface += surfaceLight.y*lightSpecular[i]*specularColor; } } return texColor*saturate(emissiveColor + surfaceColor) + specMapColor*saturate(specularSurface); }

History

Information Version
Sat 21 of Apr, 2012 01:36 GMT-0000 StrakeFengala Revamped the code a bit, D3D9 didn't like the function calculateSurfaceLighting... 2
Fri 20 of Apr, 2012 15:57 GMT-0000 StrakeFengala 1