d3d11gears.hlsl revision 92617aeac109481258f0c3863d09c1b8903d438b
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