nm_notex_ps.hlsl
资源名称:3dwind2.0.rar [点击查看]
上传用户:xhbjoy
上传日期:2014-10-07
资源大小:38068k
文件大小:2k
源码类别:
游戏引擎
开发平台:
Visual C++
- /******************************************************************************
- Copyright (c) W.J. van der Laan
- Permission is hereby granted, free of charge, to any person obtaining a copy of
- this software and associated documentation files (the "Software"), to deal in
- the Software without restriction, including without limitation the rights to use,
- copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the
- Software, and to permit persons to whom the Software is furnished to do so, subject
- to the following conditions:
- The above copyright notice and this permission notice shall be included in all copies
- or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
- INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
- PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
- OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,OUT OF OR IN CONNECTION WITH THE
- SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- ******************************************************************************/
- /** Deferred shading framework
- // W.J. :wumpus: van der Laan 2005 //
- Material shader: Single colour normal mapped
- */
- sampler Tex0: register(s0);
- struct OUTPUT
- {
- float4 color0 : COLOR0; // Diffuse color + ?
- float4 color1 : COLOR1; // Normal + depth
- };
- float3 colour;
- float specularity;
- OUTPUT main(
- float3 normal: TEXCOORD0,
- float4 texCoord0: TEXCOORD1,
- float depth: TEXCOORD2,
- float3 tangent: TEXCOORD3,
- float3 binormal: TEXCOORD4
- )
- {
- OUTPUT output;
- // Frame for normal mapping
- float3x3 rotation = float3x3(tangent, binormal, normal);
- float3 texnormal = (tex2D(Tex0, texCoord0)-0.5)*2;
- output.color0.rgb = colour;
- output.color0.a = specularity;
- output.color1.xyz = normalize(mul(texnormal,rotation)); // Do normalisation here, saves an operation per light
- output.color1.w = depth;
- return output;
- }