/************************************************************************** * * Copyright 2010 Luca Barbieri * * 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 (including the * next paragraph) 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 COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS 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. * **************************************************************************/ cbuffer cb { float4x4 proj; float4x4 modelview; float4 light; float4 diffuse; float4 specular; float specular_power; }; struct IA2VS { float4 position : POSITION; float3 normal : NORMAL; }; struct VS2PS { float4 position : SV_POSITION; float3 normal : NORMAL; float3 eye : EYE; float3 light : LIGHT; }; VS2PS vs(IA2VS input) { VS2PS result; float3 view = mul((float3x4)modelview, input.position); result.position = mul((float4x4)proj, float4(view, 1)); result.light = light - view; result.eye = -view; result.normal = mul((float3x3)modelview, input.normal); return result; } float4 ps(VS2PS input) : SV_TARGET { float3 nlight = normalize(input.light); float3 nnormal = normalize(input.normal); float diffuse_c = saturate(dot(nnormal, nlight)); float specular_c = pow(saturate(dot(nnormal, normalize(normalize(input.eye) + nlight))), specular_power); return diffuse * diffuse_c + specular * specular_c; }