aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/libraries/irrlicht-1.8.1/media/d3d9.hlsl
blob: e3f3e42be0111141e9132b1d32dbbe0dddb4d694 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
// part of the Irrlicht Engine Shader example.
// These simple Direct3D9 pixel and vertex shaders will be loaded by the shaders
// example. Please note that these example shaders don't do anything really useful.
// They only demonstrate that shaders can be used in Irrlicht.

//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
float4x4 mWorldViewProj; // World * View * Projection transformation
float4x4 mInvWorld;      // Inverted world matrix
float4x4 mTransWorld;    // Transposed world matrix
float3 mLightPos;        // Light position
float4 mLightColor;      // Light color


// Vertex shader output structure
struct VS_OUTPUT
{
	float4 Position : POSITION;  // vertex position
	float4 Diffuse  : COLOR0;    // vertex diffuse color
	float2 TexCoord : TEXCOORD0; // tex coords
};


VS_OUTPUT vertexMain(in float4 vPosition : POSITION,
					in float3 vNormal    : NORMAL,
					float2 texCoord      : TEXCOORD0 )
{
	VS_OUTPUT Output;

	// transform position to clip space
	Output.Position = mul(vPosition, mWorldViewProj);

	// transform normal
	float3 normal = mul(float4(vNormal,0.0), mInvWorld);

	// renormalize normal
	normal = normalize(normal);

	// position in world coodinates
	float3 worldpos = mul(mTransWorld, vPosition);

	// calculate light vector, vtxpos - lightpos
	float3 lightVector = worldpos - mLightPos;

	// normalize light vector
	lightVector = normalize(lightVector);

	// calculate light color
	float3 tmp = dot(-lightVector, normal);
	tmp = lit(tmp.x, tmp.y, 1.0);

	tmp = mLightColor * tmp.y;
	Output.Diffuse = float4(tmp.x, tmp.y, tmp.z, 0);
	Output.TexCoord = texCoord;

	return Output;
}


// Pixel shader output structure
struct PS_OUTPUT
{
	float4 RGBColor : COLOR0; // Pixel color
};


sampler2D myTexture;
	
PS_OUTPUT pixelMain(float2 TexCoord : TEXCOORD0,
					float4 Position : POSITION,
					float4 Diffuse  : COLOR0 ) 
{
	PS_OUTPUT Output;

	float4 col = tex2D( myTexture, TexCoord ); // sample color map

	// multiply with diffuse and do other senseless operations
	Output.RGBColor = Diffuse * col;
	Output.RGBColor *= 4.0;

	return Output;
}