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/**************************************************************************
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* Copyright 2010 Luca Barbieri
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial
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* portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
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* LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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* OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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* WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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**************************************************************************/
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float4 position : POSITION;
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float3 normal : NORMAL;
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float4 position : SV_POSITION;
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float3 normal : NORMAL;
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float3 view = mul((float3x4)modelview, input.position);
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result.position = mul((float4x4)proj, float4(view, 1));
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result.light = light - view;
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result.normal = mul((float3x3)modelview, input.normal);
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float4 ps(VS2PS input) : SV_TARGET
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float3 nlight = normalize(input.light);
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float3 nnormal = normalize(input.normal);
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float diffuse_c = saturate(dot(nnormal, nlight));
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float specular_c = pow(saturate(dot(nnormal, normalize(normalize(input.eye) + nlight))), specular_power);
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return diffuse * diffuse_c + specular * specular_c;