Moving some file around...
This commit is contained in:
23
media/materials/programs/ColourMap2DFragmentProgram.cg
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23
media/materials/programs/ColourMap2DFragmentProgram.cg
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struct v2f
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{
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float4 Position : POSITION; //in projection space
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float4 Color : COLOR;
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float4 TexCoordsXY : TEXCOORD0;
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float4 TexCoordsYZ : TEXCOORD1;
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float4 TexCoordsXZ : TEXCOORD2;
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float4 Normal : TEXCOORD3;
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float Alpha : TEXCOORD4;
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};
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float4 main(v2f IN, uniform sampler2D colourMap : TEXUNIT0) : COLOR
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{
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float3 colourMapValueXY = tex2D(colourMap, IN.TexCoordsXY.xy).rgb * abs(IN.Normal.z);
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float3 colourMapValueYZ = tex2D(colourMap, IN.TexCoordsYZ.xy).rgb * abs(IN.Normal.x);
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float3 colourMapValueXZ = tex2D(colourMap, IN.TexCoordsXZ.xy).rgb * abs(IN.Normal.y);
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float3 colourMapValue = colourMapValueXY + colourMapValueYZ + colourMapValueXZ;
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//colourMapValue /= 3.0;
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return float4(colourMapValue*IN.Color.rgb,pow(IN.Alpha,0.75));
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}
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145
media/materials/programs/ColourMap2DVertexProgram.cg
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145
media/materials/programs/ColourMap2DVertexProgram.cg
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@ -0,0 +1,145 @@
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//NOTE - The code in this file might seem slightly strange. Intuitivy it would
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//seem better to get Ogre to pass in an array of lights, rather than passing
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//them individually and then building arrays. However, I have had problms with
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//this approach (possibly a bug?)
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//See http://www.ogre3d.org/phpBB2/viewtopic.php?t=32391
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struct a2v
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{
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float4 Position : POSITION; //in object space
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float3 Normal : NORMAL;
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float Alpha : TEXCOORD0;
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};
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struct v2f
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{
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float4 Position : POSITION; //in projection space
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float4 Color : COLOR;
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float4 TexCoordsXY : TEXCOORD0;
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float4 TexCoordsYZ : TEXCOORD1;
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float4 TexCoordsXZ : TEXCOORD2;
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float4 Normal : TEXCOORD3;
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float Alpha : TEXCOORD4;
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};
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struct light
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{
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float4 position;
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float4 diffuseColour;
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float4 attenuation;
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};
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v2f doWork(a2v IN, float4x4 world, float4x4 viewProj, float textureScale, float4 ambient, int iNoOfLights, light lights[4])
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{
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v2f OUT;
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OUT.Position = mul(world, IN.Position);
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float3 uVec;
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float3 vVec;
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IN.Normal = normalize(IN.Normal);
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/*float absX = abs(IN.Normal.x);
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float absY = abs(IN.Normal.y);
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float absZ = abs(IN.Normal.z);
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if((absZ <= absX) && (absZ <= absY))
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{
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//OUT.TexCoords.xy = OUT.Position.xy /textureScale;
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uVec = float3(-IN.Normal.y, IN.Normal.x,0);
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}
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else if((absY <= absX) && (absY <= absZ))
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{
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//OUT.TexCoords.xy = OUT.Position.xz /textureScale;
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uVec = float3(-IN.Normal.z, 0, IN.Normal.x);
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}
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else if((absX <= absZ) && (absX <= absY))
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{
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// OUT.TexCoords.xy = OUT.Position.yz /textureScale;
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uVec = float3(0, -IN.Normal.z, IN.Normal.y);
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}
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vVec = cross(IN.Normal, uVec);
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OUT.TexCoords.x = dot(OUT.Position.xyz, uVec);
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OUT.TexCoords.y = dot(OUT.Position.xyz, vVec); */
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//OUT.TexCoords.xy = OUT.Position.xy * IN.Normal.z * IN.Normal.z + OUT.Position.xz * IN.Normal.y * IN.Normal.y + OUT.Position.yz * IN.Normal.x * IN.Normal.x;
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//OUT.TexCoords.xy /= textureScale;
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OUT.TexCoordsXY.xy = OUT.Position.xy;
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OUT.TexCoordsYZ.xy = OUT.Position.yz;
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OUT.TexCoordsXZ.xy = OUT.Position.xz;
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OUT.TexCoordsXY.xy /= textureScale;
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OUT.TexCoordsYZ.xy /= textureScale;
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OUT.TexCoordsXZ.xy /= textureScale;
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OUT.Normal = float4(IN.Normal,0.0);
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//OUT.TexCoords.xy = OUT.Position.yz /textureScale;
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OUT.TexCoordsXY.w = 1;
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OUT.TexCoordsYZ.w = 1;
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OUT.TexCoordsXZ.w = 1;
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OUT.Color.rgba = float4(0.0,0.0,0.0,1.0);
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for(int lightCt = 0; lightCt < iNoOfLights; lightCt++)
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{
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float3 L = normalize(lights[lightCt].position.xyz - OUT.Position.xyz);
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//Calculate attenuation factor.
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float d = distance(lights[lightCt].position.xyz, OUT.Position.xyz);
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float attenuationFactor = 1.0 / (lights[lightCt].attenuation.y + lights[lightCt].attenuation.z * d + lights[lightCt].attenuation.w * d * d);
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// Calculate diffuse component
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float LdotN = max(dot(L, IN.Normal) , 0);
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OUT.Color.rgb += lights[lightCt].diffuseColour.rgb * LdotN * attenuationFactor;
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}
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OUT.Color.rgb += ambient.rgb;
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OUT.Position = mul(viewProj, OUT.Position);
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OUT.Alpha = IN.Alpha;
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return OUT;
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}
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v2f OneLight(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0)
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{
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light lights[4];
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lights[0] = light0;
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return doWork(IN, world, viewProj, textureScale, ambient, 1, lights);
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}
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v2f TwoLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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return doWork(IN, world, viewProj, textureScale, ambient, 2, lights);
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}
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v2f ThreeLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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lights[2] = light2;
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return doWork(IN, world, viewProj, textureScale, ambient, 3, lights);
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}
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v2f FourLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2, uniform light light3)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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lights[2] = light2;
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lights[3] = light3;
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return doWork(IN, world, viewProj, textureScale, ambient, 4, lights);
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}
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28
media/materials/programs/ColourMap3DFragmentProgram.cg
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28
media/materials/programs/ColourMap3DFragmentProgram.cg
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@ -0,0 +1,28 @@
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struct a2v
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{
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float4 Position : POSITION; //in object space
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float3 Normal : NORMAL;
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};
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struct v2f
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{
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float4 Position : POSITION; //in projection space
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float4 Color : COLOR;
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float4 TexCoords : TEXCOORD0;
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};
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float4 main(v2f IN, uniform sampler3D colourMap : TEXUNIT0) : COLOR
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{
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float3 colourMapValue = tex3D(colourMap, IN.TexCoords.xyz).rgb;
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return float4(colourMapValue*IN.Color.rgb, 1.0);
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}
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/*float4 main(v2f IN, uniform sampler3D detailTexture : TEXUNIT0) : COLOR
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{
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float3 detailColor = tex3D(detailTexture, IN.TexCoords.xyz).rgb;
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return float4(detailColor * IN.Color.rgb, 1.0);
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} */
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94
media/materials/programs/ColourMap3DVertexProgram.cg
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94
media/materials/programs/ColourMap3DVertexProgram.cg
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@ -0,0 +1,94 @@
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//NOTE - The code in this file might seem slightly strange. Intuitivy it would
|
||||
//seem better to get Ogre to pass in an array of lights, rather than passing
|
||||
//them individually and then building arrays. However, I have had problms with
|
||||
//this approach (possibly a bug?)
|
||||
|
||||
//See http://www.ogre3d.org/phpBB2/viewtopic.php?t=32391
|
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|
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struct a2v
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{
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float4 Position : POSITION; //in object space
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float3 Normal : NORMAL;
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};
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struct v2f
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{
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float4 Position : POSITION; //in projection space
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float4 Color : COLOR;
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float4 TexCoords : TEXCOORD0;
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};
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struct light
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{
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float4 position;
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float4 diffuseColour;
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float4 attenuation;
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};
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v2f doWork(a2v IN, float4x4 world, float4x4 viewProj, float textureScale, uniform float4 ambient, int iNoOfLights, light lights[4])
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{
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v2f OUT;
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OUT.Position = mul(world, IN.Position);
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OUT.TexCoords.xyz = OUT.Position.xyz /textureScale;
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OUT.TexCoords.w = 1;
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OUT.Color.rgba = float4(0.0,0.0,0.0,1.0);
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for(int lightCt = 0; lightCt < iNoOfLights; lightCt++)
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{
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float3 L = normalize(lights[lightCt].position.xyz - OUT.Position.xyz);
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//Calculate attenuation factor.
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float d = distance(lights[lightCt].position.xyz, OUT.Position.xyz);
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float attenuationFactor = 1.0 / (lights[lightCt].attenuation.y + lights[lightCt].attenuation.z * d + lights[lightCt].attenuation.w * d * d);
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// Calculate diffuse component
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float LdotN = max(dot(L, IN.Normal) , 0);
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OUT.Color.rgb += lights[lightCt].diffuseColour.rgb * LdotN * attenuationFactor;
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}
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OUT.Color.rgb += ambient.rgb;
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OUT.Position = mul(viewProj, OUT.Position);
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return OUT;
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}
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v2f OneLight(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0)
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{
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light lights[4];
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lights[0] = light0;
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return doWork(IN, world, viewProj, textureScale, ambient, 1, lights);
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}
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v2f TwoLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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return doWork(IN, world, viewProj, textureScale, ambient, 2, lights);
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}
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v2f ThreeLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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lights[2] = light2;
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return doWork(IN, world, viewProj, textureScale, ambient, 3, lights);
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}
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v2f FourLights(a2v IN,uniform float4x4 world, uniform float4x4 viewProj, uniform float textureScale, uniform float4 ambient, uniform light light0, uniform light light1, uniform light light2, uniform light light3)
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{
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light lights[4];
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lights[0] = light0;
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lights[1] = light1;
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lights[2] = light2;
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lights[3] = light3;
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return doWork(IN, world, viewProj, textureScale, ambient, 4, lights);
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}
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|
@ -0,0 +1,48 @@
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struct a2v
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{
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float4 Position : POSITION; //in object space
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float3 Normal : NORMAL;
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};
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|
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struct v2f
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{
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float4 Position : POSITION; //in projection space
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float4 TexCoords : TEXCOORD0;
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float3 LightDirection : TEXCOORD1;
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float3 Normal : TEXCOORD2;
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};
|
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|
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float4 main(v2f IN, uniform sampler3D colourMap : TEXUNIT0, uniform sampler3D normalMap : TEXUNIT1) : COLOR
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{
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float3 normalMapValue = tex3D(normalMap, IN.TexCoords.xyz).rgb;
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normalMapValue = (normalMapValue - 0.5) * 2;
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float3 finalNormal = normalize(IN.Normal + normalMapValue);
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|
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float3 colourMapValue = tex3D(colourMap, IN.TexCoords.xyz).rgb;
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||||
|
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|
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// calculate light vector
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//float3 Normal = normalize(IN.Color.xyz);
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/* float3 Normal = (IN.Color.xyz * 2) - float3(1.0,1.0,1.0);
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Normal = normalize(Normal+ normalAdjustment);
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float3 lightDirection = normalize(float3(1,1,1)); */
|
||||
|
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// Calculate diffuse component
|
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float diffuse = max(dot(finalNormal, IN.LightDirection) , 0);
|
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|
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diffuse += 0.3;
|
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//OUT.Color = ambient + float4(diffuse,diffuse,diffuse,1.0);
|
||||
|
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|
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//return float4(detailColor * IN.Color.rgb, 1.0);
|
||||
|
||||
return float4(colourMapValue*diffuse, 1.0);
|
||||
}
|
||||
|
||||
/*float4 main(v2f IN, uniform sampler3D detailTexture : TEXUNIT0) : COLOR
|
||||
{
|
||||
float3 detailColor = tex3D(detailTexture, IN.TexCoords.xyz).rgb;
|
||||
return float4(detailColor * IN.Color.rgb, 1.0);
|
||||
} */
|
@ -0,0 +1,68 @@
|
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struct a2v
|
||||
{
|
||||
float4 Position : POSITION; //in object space
|
||||
float3 Normal : NORMAL;
|
||||
};
|
||||
|
||||
struct v2f
|
||||
{
|
||||
float4 Position : POSITION; //in projection space
|
||||
float4 TexCoords : TEXCOORD0;
|
||||
float3 LightDirection : TEXCOORD1;
|
||||
float3 Normal : TEXCOORD2;
|
||||
};
|
||||
|
||||
v2f main(a2v IN,uniform float4x4 world, uniform float4x4 viewProj/*,uniform float4 ambient*/)
|
||||
{
|
||||
v2f OUT;
|
||||
|
||||
OUT.Position = mul(world, IN.Position);
|
||||
|
||||
OUT.TexCoords.xyz = OUT.Position.xyz /8;
|
||||
OUT.TexCoords.w = 1;
|
||||
|
||||
OUT.Position = mul(viewProj, OUT.Position);
|
||||
|
||||
|
||||
|
||||
// calculate light vector
|
||||
/*float3 N = normalize(IN.Normal);
|
||||
float3 lightPosition = float3(0,0,0);
|
||||
float3 L = normalize(lightPosition - IN.Position.xyz); */
|
||||
|
||||
// Calculate diffuse component
|
||||
//float diffuse = max(dot(N, L) , 0);
|
||||
|
||||
//OUT.Color = ambient + float4(diffuse,diffuse,diffuse,1.0);
|
||||
|
||||
//OUT.Color = float4((IN.Normal + float3(1.0,1.0,1.0)) / 2.0, 0.0);
|
||||
|
||||
OUT.LightDirection = normalize(float3(1.0,1.0,1.0));
|
||||
OUT.Normal = IN.Normal;
|
||||
|
||||
return OUT;
|
||||
}
|
||||
|
||||
/*v2f main(a2v IN,uniform float4x4 worldViewProj,uniform float4 ambient)
|
||||
{
|
||||
v2f OUT;
|
||||
|
||||
OUT.Position = mul(worldViewProj, IN.Position);
|
||||
|
||||
OUT.TexCoords.xyz = IN.Position.xyz / 4;
|
||||
OUT.TexCoords.w = 1;
|
||||
|
||||
//OUT.Color = float4(1.0,0.0,0.0,1.0);
|
||||
|
||||
// calculate light vector
|
||||
float3 N = normalize(IN.Normal);
|
||||
float3 lightPosition = float3(0,0,0);
|
||||
float3 L = normalize(lightPosition - IN.Position.xyz);
|
||||
|
||||
// Calculate diffuse component
|
||||
float diffuse = max(dot(N, L) , 0);
|
||||
|
||||
OUT.Color = ambient + float4(diffuse,diffuse,diffuse,1.0);
|
||||
|
||||
return OUT;
|
||||
}*/
|
76
media/materials/programs/Thermite.program
Normal file
76
media/materials/programs/Thermite.program
Normal file
@ -0,0 +1,76 @@
|
||||
vertex_program ColourMap2DOneLightVertexProgram cg
|
||||
{
|
||||
source ColourMap2DVertexProgram.cg
|
||||
entry_point OneLight
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
|
||||
vertex_program ColourMap2DTwoLightsVertexProgram cg
|
||||
{
|
||||
source ColourMap2DVertexProgram.cg
|
||||
entry_point TwoLights
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
|
||||
vertex_program ColourMap2DThreeLightsVertexProgram cg
|
||||
{
|
||||
source ColourMap2DVertexProgram.cg
|
||||
entry_point ThreeLights
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
|
||||
vertex_program ColourMap2DFourLightsVertexProgram cg
|
||||
{
|
||||
source ColourMap2DVertexProgram.cg
|
||||
entry_point FourLights
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
|
||||
vertex_program ColourMap3DOneLightVertexProgram cg
|
||||
{
|
||||
source ColourMap3DVertexProgram.cg
|
||||
entry_point OneLight
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
|
||||
vertex_program ColourMap3DTwoLightsVertexProgram cg
|
||||
{
|
||||
source ColourMap3DVertexProgram.cg
|
||||
entry_point TwoLights
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
|
||||
vertex_program ColourMap3DThreeLightsVertexProgram cg
|
||||
{
|
||||
source ColourMap3DVertexProgram.cg
|
||||
entry_point ThreeLights
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
|
||||
vertex_program ColourMap3DFourLightsVertexProgram cg
|
||||
{
|
||||
source ColourMap3DVertexProgram.cg
|
||||
entry_point FourLights
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
|
||||
vertex_program ColourMapAndNormalMap3DVertexProgram cg
|
||||
{
|
||||
source ColourMapAndNormalMap3DVertexProgram.cg
|
||||
entry_point main
|
||||
profiles vs_1_1 arbvp1
|
||||
}
|
||||
|
||||
fragment_program ColourMapAndNormalMap3DFragmentProgram cg
|
||||
{
|
||||
source ColourMapAndNormalMap3DFragmentProgram.cg
|
||||
entry_point main
|
||||
profiles ps_1_1 arbfp1
|
||||
}
|
||||
|
||||
fragment_program ColourMap2DFragmentProgram cg
|
||||
{
|
||||
source ColourMap2DFragmentProgram.cg
|
||||
entry_point main
|
||||
profiles ps_1_1 arbfp1
|
||||
}
|
Reference in New Issue
Block a user