/*********************************************************************NVMH3**** File: $Id: //sw/devtools/SDK/9.5/SDK/MEDIA/HLSL/metalD.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: A phong-shaded metal-style surface. The highlight is done in VERTEX shading -- not as a texture or per-pixel. DirectX8 hardware required. ******************************************************************************/ float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "object"; string ScriptOrder = "standard"; string ScriptOutput = "color"; string Script = "Technique=ps11;"; > = 0.8; /************* UN-TWEAKABLES **************/ float4x4 WorldIT : WorldInverseTranspose < string UIWidget="None"; >; float4x4 WorldViewProj : WorldViewProjection < string UIWidget="None"; >; float4x4 World : World < string UIWidget="None"; >; float4x4 ViewI : ViewInverse < string UIWidget="None"; >; ///////////// tweakables /// float4 LightDir : Direction < string Object = "DirectionalLight"; string Space = "World"; > = {1.0f, 0.0f, 0.0f, 0.0f}; float3 LightColor < string UIName = "Light Color"; string UIWidget = "Color"; > = {1.0f, 1.0f, 1.0f}; float3 AmbiColor : Ambient < string UIName = "Ambient Light Color"; string UIWidget = "Color"; > = {0.1f, 0.1f, 0.2f}; ///// float3 SurfColor : Diffuse < string UIName = "Surface Color"; string UIWidget = "Color"; > = {1.0f, 0.7f, 0.2f}; float SpecExpon : SpecularPower < string UIWidget = "slider"; float UIMin = 1.0; float UIMax = 128.0; float UIStep = 1.0; string UIName = "specular power"; > = 12.0; float Kd < string UIWidget = "slider"; float UIMin = 0.0; float UIMax = 1.0; float UIStep = 0.05; string UIName = "Diffuse (from dirt)"; > = 0.1; /************* 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; float4 specCol : COLOR1; }; /*********** vertex shader ******/ vertexOutput metalDVS(appdata IN) { vertexOutput OUT; float3 Nn = normalize(mul(IN.Normal, WorldIT).xyz); float4 Po = float4(IN.Position.xyz,1); float3 Ln = normalize(-LightDir); // should be normalized already.... float ldn = dot(Ln,Nn); float diffComp = max(0,ldn) * Kd; OUT.diffCol = float4((SurfColor*(diffComp*LightColor+AmbiColor)),1); // OUT.TexCoord0 = IN.UV; float3 Pw = mul(Po, World).xyz; float3 Vn = normalize(ViewI[3].xyz - Pw); float3 Hn = normalize(Vn + Ln); float hdn = pow(max(0,dot(Hn,Nn)),SpecExpon); OUT.specCol = float4((hdn * LightColor * SurfColor),1); OUT.HPosition = mul(Po, WorldViewProj); return OUT; } /********* pixel shader ********/ // float4 metalDPS(vertexOutput IN) : COLOR { return (IN.diffCol + IN.specCol); } /*************/ technique ps11 < string Script = "Pass=p0;"; > { pass p0 < string Script = "Draw=geometry;"; > { VertexShader = compile vs_1_1 metalDVS(); ZEnable = true; ZWriteEnable = true; CullMode = None; // PixelShader = compile ps_1_1 metalDPS(); SpecularEnable = true; ColorArg1[ 0 ] = Diffuse; ColorOp[ 0 ] = SelectArg1; ColorArg2[ 0 ] = Specular; AlphaArg1[ 0 ] = Diffuse; AlphaOp[ 0 ] = SelectArg1; } } /***************************** eof ***/