Ogre高光Shader入门(HLSL)

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void vs_main(

    in float4 Position : POSITION0,

    in float2 Texcoord : TEXCOORD0,

    in float3 Normal :   NORMAL0,

    

    out float4 Pos :        POSITION0,

    out float2 Tex :        TEXCOORD0,

    out float4 ViewDirection :   TEXCOORD1,

    out float4 LightDirection :  TEXCOORD2,

    out float4 Nor :          TEXCOORD3,

    

    uniform float4 fvLightPosition,

    uniform float4 fvEyePosition,

    uniform float4x4 matView,

    uniform float4x4 matViewProjection)

{

    Pos         = mul( matViewProjection, Position );

    Tex         = Texcoord;

   

    float4 fvObjectPosition = mul( matView, Position );

   

    ViewDirection    = fvEyePosition - fvObjectPosition;

    LightDirection   = fvLightPosition - fvObjectPosition;

    Nor           = mul( matView, Normal );

}

 

void ps_main(

    in float2 Texcoord :        TEXCOORD0,

    in float4 ViewDirection :   TEXCOORD1,

    in float4 LightDirection:   TEXCOORD2,

    in float4 Normal :          TEXCOORD3,

    

    out float4 color : COLOR0,

    

    uniform float4 komfvAmbient,

    uniform float4 komfvDiffuse,

    uniform float4 komfvSpecular,

    uniform float komfSpecularPower,

    uniform sampler2D kombaseMap : register(s0))

{

    float4 fvLightDirection = normalize( LightDirection );

    float4 fvNormal         = normalize( Normal );

    float  fNDotL           = saturate(dot( fvNormal.xyz, fvLightDirection.xyz )); 

   

    float4 fvReflection     = normalize( ( ( 2.0f * fvNormal ) * ( fNDotL ) ) - fvLightDirection ); 

    float4 fvViewDirection  = normalize( ViewDirection );

    float  fRDotV           = max( 0.0f, dot( fvReflection.xyz, fvViewDirection.xyz ) );

   

    float4 fvBaseColor      = tex2D( kombaseMap, Texcoord );

   

    float4 fvTotalAmbient   = komfvAmbient * fvBaseColor; 

    float4 fvTotalDiffuse   = komfvDiffuse * fNDotL * fvBaseColor; 

    float4 fvTotalSpecular  = komfvSpecular * pow( fRDotV, komfSpecularPower );

   

    color = saturate(fvTotalAmbient + fvTotalDiffuse + fvTotalSpecular);

}

 

vertex_program Kom/VPhlsl hlsl 

   source kom.hlsl

   entry_point vs_main

   target vs_2_0

 

fragment_program Kom/FPhlsl hlsl

   source kom.hlsl

   entry_point ps_main

   target ps_2_0

}

 

material Kom/Material

{

   technique

   {

      pass 

      {

        vertex_program_ref Kom/VPhlsl

        { 

            param_named fvLightPosition float4 100.0 100.0 100.0 0

            param_named fvEyePosition float4 0.0 0.0 -100.0 0

            param_named_auto matView world_matrix 

            param_named_auto matViewProjection viewproj_matrix 

        }

         fragment_program_ref Kom/FPhlsl

        {

            param_named komfvAmbient float4 0.3686 0.3686 0.3686 1.0

            param_named komfvSpecular float4 0.4887 0.4887 0.4887 1.0

            param_named komfvDiffuse float4 0.8850 0.8850 0.8850 1.0

            param_named komfSpecularPower float 100.0

        }

 

         texture_unit 

         {

            texture BeachStones.jpg

         }

      } 

   } 

}

转载:http://hi.baidu.com/muyelian/item/e25132c2cfdc83330831c644

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