mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-26 02:30:31 +01:00
85 lines
2.5 KiB
HLSL
85 lines
2.5 KiB
HLSL
|
// Part of the Irrlicht Engine Shader example.
|
||
|
// These simple Direct3D9 pixel and vertex shaders will be loaded by the shaders
|
||
|
// example. Please note that these example shaders don't do anything really useful.
|
||
|
// They only demonstrate that shaders can be used in Irrlicht.
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Global variables
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float4x4 mWorldViewProj; // World * View * Projection transformation
|
||
|
float4x4 mInvWorld; // Inverted world matrix
|
||
|
float4x4 mTransWorld; // Transposed world matrix
|
||
|
float3 mLightPos; // Light position (actually just camera-pos in this case)
|
||
|
float4 mLightColor; // Light color
|
||
|
|
||
|
|
||
|
// Vertex shader output structure
|
||
|
struct VS_OUTPUT
|
||
|
{
|
||
|
float4 Position : POSITION; // vertex position
|
||
|
float4 Diffuse : COLOR0; // vertex diffuse color
|
||
|
float2 TexCoord : TEXCOORD0; // tex coords
|
||
|
};
|
||
|
|
||
|
|
||
|
VS_OUTPUT vertexMain(in float4 vPosition : POSITION,
|
||
|
in float3 vNormal : NORMAL,
|
||
|
float2 texCoord : TEXCOORD0 )
|
||
|
{
|
||
|
VS_OUTPUT Output;
|
||
|
|
||
|
// transform position to clip space
|
||
|
Output.Position = mul(vPosition, mWorldViewProj);
|
||
|
|
||
|
// transform normal somehow (NOTE: for the real vertex normal you would use an inverse-transpose world matrix instead of mInvWorld)
|
||
|
float3 normal = mul(float4(vNormal,0.0), mInvWorld);
|
||
|
|
||
|
// renormalize normal
|
||
|
normal = normalize(normal);
|
||
|
|
||
|
// position in world coordinates (NOTE: not sure why transposed world is used instead of world?)
|
||
|
float3 worldpos = mul(mTransWorld, vPosition);
|
||
|
|
||
|
// calculate light vector, vtxpos - lightpos
|
||
|
float3 lightVector = worldpos - mLightPos;
|
||
|
|
||
|
// normalize light vector
|
||
|
lightVector = normalize(lightVector);
|
||
|
|
||
|
// calculate light color
|
||
|
float3 tmp = dot(-lightVector, normal);
|
||
|
tmp = lit(tmp.x, tmp.y, 1.0);
|
||
|
|
||
|
tmp = mLightColor * tmp.y;
|
||
|
Output.Diffuse = float4(tmp.x, tmp.y, tmp.z, 0);
|
||
|
Output.TexCoord = texCoord;
|
||
|
|
||
|
return Output;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Pixel shader output structure
|
||
|
struct PS_OUTPUT
|
||
|
{
|
||
|
float4 RGBColor : COLOR0; // Pixel color
|
||
|
};
|
||
|
|
||
|
|
||
|
sampler2D myTexture;
|
||
|
|
||
|
PS_OUTPUT pixelMain(float2 TexCoord : TEXCOORD0,
|
||
|
float4 Position : POSITION,
|
||
|
float4 Diffuse : COLOR0 )
|
||
|
{
|
||
|
PS_OUTPUT Output;
|
||
|
|
||
|
float4 col = tex2D( myTexture, TexCoord ); // sample color map
|
||
|
|
||
|
// multiply with diffuse and do other senseless operations
|
||
|
Output.RGBColor = Diffuse * col;
|
||
|
Output.RGBColor *= 4.0;
|
||
|
|
||
|
return Output;
|
||
|
}
|
||
|
|