//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // 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. //----------------------------------------------------------------------------- #define IN_HLSL #include "shdrConsts.h" #include "shaderModel.hlsl" //----------------------------------------------------------------------------- // Data //----------------------------------------------------------------------------- struct v2f { float4 HPOS : TORQUE_POSITION; float2 TEX0 : TEXCOORD0; float4 tangentToCube0 : TEXCOORD1; float4 tangentToCube1 : TEXCOORD2; float4 tangentToCube2 : TEXCOORD3; float4 lightVec : TEXCOORD4; float3 pixPos : TEXCOORD5; float3 eyePos : TEXCOORD6; }; struct Fragout { float4 col : TORQUE_TARGET0; }; // Uniforms TORQUE_UNIFORM_SAMPLER2D(diffMap,0); //TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 1); not used? TORQUE_UNIFORM_SAMPLER2D(bumpMap,2); uniform float4 specularColor : register(PC_MAT_SPECCOLOR); uniform float4 ambient : register(PC_AMBIENT_COLOR); uniform float specularPower : register(PC_MAT_SPECPOWER); uniform float accumTime : register(PC_ACCUM_TIME); //----------------------------------------------------------------------------- // Main //----------------------------------------------------------------------------- Fragout main(v2f IN) { Fragout OUT; float2 texOffset; float sinOffset1 = sin( accumTime * 1.5 + IN.TEX0.y * 6.28319 * 3.0 ) * 0.03; float sinOffset2 = sin( accumTime * 3.0 + IN.TEX0.y * 6.28319 ) * 0.04; texOffset.x = IN.TEX0.x + sinOffset1 + sinOffset2; texOffset.y = IN.TEX0.y + cos( accumTime * 3.0 + IN.TEX0.x * 6.28319 * 2.0 ) * 0.05; float4 bumpNorm = TORQUE_TEX2D( bumpMap, texOffset ) * 2.0 - 1.0; float4 diffuse = TORQUE_TEX2D( diffMap, texOffset ); OUT.col = diffuse * (saturate( dot( IN.lightVec, bumpNorm.xyz ) ) + ambient); float3 eyeVec = normalize(IN.eyePos - IN.pixPos); float3 halfAng = normalize(eyeVec + IN.lightVec.xyz); float specular = saturate( dot(bumpNorm, halfAng) ) * IN.lightVec.w; specular = pow(abs(specular), specularPower); OUT.col += specularColor * specular; return OUT; }