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12b372f89c
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant@1 8a3a26a2-13c4-0310-b231-cf6edde360e5
92 lines
3 KiB
Text
92 lines
3 KiB
Text
/// ============================================================================
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/*
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Copyright (C) 2004 Robert Beckebans <trebor_7@users.sourceforge.net>
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Please see the file "AUTHORS" for a list of contributors
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/// ============================================================================
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#include "utils.cg"
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struct cg_vertex2fragment
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{
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float4 position : TEXCOORD0;
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float4 tex_diffuse_bump : TEXCOORD1;
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float4 tex_specular : TEXCOORD2;
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float4 tex_atten_xy_z : TEXCOORD3;
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float3 tangent : TEXCOORD4;
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float3 binormal : TEXCOORD5;
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float3 normal : TEXCOORD6;
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};
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struct cg_fragment2final
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{
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float4 color : COLOR;
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};
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cg_fragment2final main(cg_vertex2fragment IN,
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uniform sampler2D diffusemap,
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uniform sampler2D bumpmap,
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uniform sampler2D specularmap,
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uniform sampler2D attenuationmap_xy,
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uniform sampler2D attenuationmap_z,
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uniform float3 view_origin,
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uniform float3 light_origin,
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uniform float3 light_color,
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uniform float bump_scale,
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uniform float specular_exponent)
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{
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cg_fragment2final OUT;
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// construct object-space-to-tangent-space 3x3 matrix
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float3x3 rotation = float3x3(IN.tangent, IN.binormal, IN.normal);
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// compute view direction in tangent space
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float3 V = normalize(mul(rotation, view_origin - IN.position.xyz));
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// compute light direction in tangent space
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float3 L = normalize(mul(rotation, (light_origin - IN.position.xyz)));
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// compute half angle in tangent space
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float3 H = normalize(L + V);
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// compute normal in tangent space from bumpmap
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float3 T = CG_Expand(tex2D(bumpmap, IN.tex_diffuse_bump.zw).xyz);
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T.z *= bump_scale;
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float3 N = normalize(T);
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// compute the diffuse term
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float4 diffuse = tex2D(diffusemap, IN.tex_diffuse_bump.xy);
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diffuse.rgb *= light_color * saturate(dot(N, L));
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// compute the specular term
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float3 specular = tex2D(specularmap, IN.tex_specular.xy).rgb * light_color * pow(saturate(dot(N, H)), specular_exponent);
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// compute attenuation
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float3 attenuation_xy = tex2Dproj(attenuationmap_xy, float3(IN.tex_atten_xy_z.x, IN.tex_atten_xy_z.y, IN.tex_atten_xy_z.w)).rgb;
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float3 attenuation_z = tex2D(attenuationmap_z, float2(IN.tex_atten_xy_z.z, 0)).rgb;
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// compute final color
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OUT.color.rgba = diffuse;
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OUT.color.rgb += specular;
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OUT.color.rgb *= attenuation_xy;
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OUT.color.rgb *= attenuation_z;
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return OUT;
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}
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