/*********************************************************************NVMH3**** File: $Id: //sw/devtools/SDK/9.5/SDK/MEDIA/HLSL/goochy.fx#1 $ Copyright NVIDIA Corporation 2002-2004 TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. Comments: Gooch-style diffuse texturing, calculated per-vertex. Untextured and textured techniques are provided. ******************************************************************************/ float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "object"; string ScriptOrder = "standard"; string ScriptOutput = "color"; string Script = "Technique=Technique?Untextured:Textured:TexturedNoPS;"; > = 0.8; /************* TWEAKABLES **************/ float4x4 WorldIT : WorldInverseTranspose < string UIWidget="None"; >; float4x4 WorldViewProj : WorldViewProjection < string UIWidget="None"; >; float4x4 World : World < string UIWidget="None"; >; float4 LightPos : Position < string Object = "PointLight"; string UIName = "Lamp Position"; string Space = "World"; > = {100.0f, 100.0f, 100.0f, 0.0f}; float4 LiteColor < string UIName = "Bright Surface Color"; string UIWidget = "Color"; > = {0.8f, 0.5f, 0.1f, 1.0f}; float4 DarkColor < string UIName = "Dark Surface Color"; string UIWidget = "Color"; > = {0.0f, 0.0f, 0.0f, 1.0f}; float4 WarmColor < string UIName = "Gooch warm tone"; string UIWidget = "Color"; > = {0.5f, 0.4f, 0.05f, 1.0f}; float4 CoolColor < string UIName = "Gooch cool tone"; string UIWidget = "Color"; > = {0.05f, 0.05f, 0.6f, 1.0f}; texture colorTexture : DIFFUSE < string ResourceName = "default_color.dds"; string UIName = "Color Texture (if used)"; string ResourceType = "2D"; >; sampler2D colorTextureSampler = sampler_state { Texture = ; MinFilter = Linear; MagFilter = Linear; MipFilter = None; }; /************* DATA STRUCTS **************/ /* data from application vertex buffer */ struct appdata { float3 Position : POSITION; float4 UV : TEXCOORD0; float4 Normal : NORMAL; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { float4 HPosition : POSITION; float4 TexCoord0 : TEXCOORD0; float4 diffCol : COLOR0; }; /*********** vertex shader ******/ vertexOutput goochVS(appdata IN) { vertexOutput OUT; float3 Nn = normalize(mul(IN.Normal, WorldIT).xyz); float4 Po = float4(IN.Position.xyz,1); //compute worldspace position float3 Pw = mul(Po, World).xyz; float3 Ln = normalize(LightPos - Pw); float mixer = 0.5 * (dot(Ln,Nn) + 1.0); float4 surfColor = lerp(DarkColor,LiteColor,mixer); float4 toneColor = lerp(CoolColor,WarmColor,mixer); float4 mixColor = surfColor + toneColor; mixColor.w = 1.0; OUT.diffCol = mixColor; OUT.TexCoord0 = IN.UV; OUT.HPosition = mul(Po, WorldViewProj); return OUT; } /********* pixel shader ********/ float4 goochPS_t(vertexOutput IN) : COLOR { return (IN.diffCol * tex2D(colorTextureSampler, IN.TexCoord0)); } /*** TECHNIQUES **********/ technique Untextured < string Script = "Pass=p0;"; > { pass p0 < string Script = "Draw=geometry;"; > { VertexShader = compile vs_1_1 goochVS(); ZEnable = true; ZWriteEnable = true; CullMode = None; SpecularEnable = false; ColorArg1[ 0 ] = Diffuse; ColorOp[ 0 ] = SelectArg1; ColorArg2[ 0 ] = Specular; AlphaArg1[ 0 ] = Diffuse; AlphaOp[ 0 ] = SelectArg1; } } technique Textured < string Script = "Pass=p0;"; > { pass p0 < string Script = "Draw=geometry;"; > { VertexShader = compile vs_1_1 goochVS(); ZEnable = true; ZWriteEnable = true; CullMode = None; PixelShader = compile ps_1_1 goochPS_t(); } } technique TexturedNoPS < string Script = "Pass=p0;"; > { pass p0 < string Script = "Draw=geometry;"; > { VertexShader = compile vs_1_1 goochVS(); ZEnable = true; ZWriteEnable = true; CullMode = None; Texture[0] = ; MinFilter[0] = Linear; MagFilter[0] = Linear; MipFilter[0] = None; ColorArg1[ 0 ] = Texture; ColorOp[ 0 ] = Modulate; ColorArg2[ 0 ] = Diffuse; } } /***************************** eof ***/