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      1 /**************************************************************************
      2  *
      3  * Copyright 2010 Luca Barbieri
      4  *
      5  * Permission is hereby granted, free of charge, to any person obtaining
      6  * a copy of this software and associated documentation files (the
      7  * "Software"), to deal in the Software without restriction, including
      8  * without limitation the rights to use, copy, modify, merge, publish,
      9  * distribute, sublicense, and/or sell copies of the Software, and to
     10  * permit persons to whom the Software is furnished to do so, subject to
     11  * the following conditions:
     12  *
     13  * The above copyright notice and this permission notice (including the
     14  * next paragraph) shall be included in all copies or substantial
     15  * portions of the Software.
     16  *
     17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
     18  * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
     19  * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
     20  * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
     21  * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
     22  * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
     23  * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     24  *
     25  **************************************************************************/
     26 
     27 cbuffer cb
     28 {
     29 	float4x4 proj;
     30 	float4x4 modelview;
     31 	float4 light;
     32 	float4 diffuse;
     33 	float4 specular;
     34 	float specular_power;
     35 };
     36 
     37 struct IA2VS
     38 {
     39 	float4 position : POSITION;
     40 	float3 normal : NORMAL;
     41 };
     42 
     43 struct VS2PS
     44 {
     45 	float4 position : SV_POSITION;
     46 	float3 normal : NORMAL;
     47 	float3 eye : EYE;
     48 	float3 light : LIGHT;
     49 };
     50 
     51 VS2PS vs(IA2VS input)
     52 {
     53 	VS2PS result;
     54 
     55 	float3 view = mul((float3x4)modelview, input.position);
     56 	result.position = mul((float4x4)proj, float4(view, 1));
     57 	result.light = light - view;
     58 	result.eye = -view;
     59 	result.normal = mul((float3x3)modelview, input.normal);
     60 
     61 	return result;
     62 }
     63 
     64 float4 ps(VS2PS input) : SV_TARGET
     65 {
     66 	float3 nlight = normalize(input.light);
     67 	float3 nnormal = normalize(input.normal);
     68 
     69 	float diffuse_c = saturate(dot(nnormal, nlight));
     70 	float specular_c = pow(saturate(dot(nnormal, normalize(normalize(input.eye) + nlight))), specular_power);
     71 
     72 	return diffuse * diffuse_c + specular * specular_c;
     73 }
     74 
     75 
     76