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void main_AurigaMatPaint_VP
void main_AurigaMatPaint_VP
(
(
float2 uv : TEXCOORD0,
float2 uv : TEXCOORD0,
float4 position : POSITION,
float4 position : POSITION,
float3 normal : NORMAL,
float3 normal : NORMAL,
float4 cols : COLOR,
float4 cols : COLOR,
uniform float4 lightPosition,
uniform float4 lightPosition,
uniform float3 eyePosition,
uniform float3 eyePosition,
uniform float4x4 world,
uniform float4x4 world,
uniform float4x4 worldViewProj,
uniform float4x4 worldViewProj,
uniform float4x4 worldViewMatrix,
uniform float4x4 worldViewMatrix,
out float4 oClipPos : POSITION,
out float4 oClipPos : POSITION,
out float2 oUv : TEXCOORD0,
out float2 oUv : TEXCOORD0,
out float4 oPos : TEXCOORD1,
out float4 oPos : TEXCOORD1,
out float3 oNormal : TEXCOORD2,
out float3 oNormal : TEXCOORD2,
out float4 oLightPos : TEXCOORD3,
out float4 oLightPos : TEXCOORD3,
out float3 oEyePos : TEXCOORD4,
out float3 oEyePos : TEXCOORD4,
out float3 oViewDir : TEXCOORD5,
out float3 oViewDir : TEXCOORD5,
out float4 oCols : COLOR
out float4 oCols : COLOR
)
)
{
{
oClipPos = mul(worldViewProj, position);
oClipPos = mul(worldViewProj, position);
oPos = position;
oPos = position;
oLightPos = lightPosition;
oLightPos = lightPosition;
oEyePos = eyePosition;
oEyePos = eyePosition;
oCols = cols;
oCols = cols;
oUv = uv;
oUv = uv;
oNormal = mul((float3x3)world, normal);
oNormal = mul((float3x3)world, normal);
oViewDir = mul((float3x3)world, position.xyz - eyePosition);
oViewDir = mul((float3x3)world, position.xyz - eyePosition);
}
}
void main_AurigaMatPaint_FP
void main_AurigaMatPaint_FP
(
(
float2 uv : TEXCOORD0,
float2 uv : TEXCOORD0,
float4 pos : TEXCOORD1,
float4 pos : TEXCOORD1,
float3 normal : TEXCOORD2,
float3 normal : TEXCOORD2,
float4 lightPos : TEXCOORD3,
float4 lightPos : TEXCOORD3,
float3 eyePos : TEXCOORD4,
float3 eyePos : TEXCOORD4,
float3 viewDir : TEXCOORD5,
float3 viewDir : TEXCOORD5,
uniform float4 lightDiffuse,
uniform float4 lightDiffuse,
uniform float4 lightSpecular,
uniform float4 lightSpecular,
uniform float exponent,
uniform float exponent,
uniform float4 ambient,
uniform float4 ambient,
uniform float uvScale,
uniform float uvScale,
uniform sampler2D diffuseTex : register(s0),
uniform sampler2D diffuseTex : register(s0),
uniform sampler2D specularTex : register(s1),
uniform sampler2D specularTex : register(s1),
uniform samplerCUBE envMapTex : register(s2),
uniform samplerCUBE envMapTex : register(s2),
복사
복사됨
복사
복사됨
out float4 oColor
: COLOR
out float4 oColor
: COLOR
)
)
{
{
float3 N = normalize(normal);
float3 N = normalize(normal);
float3 I = normalize(viewDir);
float3 I = normalize(viewDir);
float3 R = reflect(I, N);
float3 R = reflect(I, N);
복사
복사됨
복사
복사됨
float3 fresnel = dot(N, I);
R.z = -R.z; // reverse envmap Z for Ogre
R.z = -R.z; // reverse envmap Z for Ogre
uv.xy = uv.xy / uvScale;
uv.xy = uv.xy / uvScale;
float4 reflectedColor = texCUBE(envMapTex, R);
float4 reflectedColor = texCUBE(envMapTex, R);
float3 eyeDir = normalize(eyePos - pos.xyz);
float3 eyeDir = normalize(eyePos - pos.xyz);
float3 lightDir = normalize(lightPos.xyz - (pos * lightPos.w).xyz);
float3 lightDir = normalize(lightPos.xyz - (pos * lightPos.w).xyz);
float3 halfAngle = normalize(lightDir + eyeDir);
float3 halfAngle = normalize(lightDir + eyeDir);
float NdotL = dot(lightDir, N);
float NdotL = dot(lightDir, N);
float NdotH = dot(halfAngle, N);
float NdotH = dot(halfAngle, N);
float4 Lit = lit(NdotL,NdotH,exponent);
float4 Lit = lit(NdotL,NdotH,exponent);
float4 Lit2 = lit(NdotL,NdotH,exponent*0.1);
float4 Lit2 = lit(NdotL,NdotH,exponent*0.1);
float4 specColor = tex2D(specularTex, uv);
float4 specColor = tex2D(specularTex, uv);
복사
복사됨
복사
복사됨
float4 texColor = tex2D(diffuseTex, uv)
* specColor.a;
float4 texColor = tex2D(diffuseTex, uv)
;
ambient = ambient * (1.2 + N.y)
;
float fresnelPower =
4
;
float fresnelPower =
2
;
float reflectivity =
texColor.a *
pow(
1
+ 0.
5
*
fresnel
, fresnelPower)
;
float reflectivity =
(
pow(
0.9
+ 0.
6
*
(dot(N, I))
, fresnelPower)
) * (0.8 + 0.4 * N.y)
;
reflectedColor = lerp(reflectedColor*specColor, reflectedColor,
reflectivity
);
reflectedColor = lerp(reflectedColor*specColor, reflectedColor,
(0.7 + 0.7 * (dot(N, I)))
);
oColor = lightDiffuse * texColor * Lit.y + texColor *
(
ambient
* (1.0
+
0.5 * N.y))
+ specColor
* lightSpecular * Lit2.z;
oColor = lightDiffuse * texColor * Lit.y + texColor *
ambient
+
(specColor.a
+ specColor
)
* lightSpecular * Lit2.z;
oColor = lerp(oColor, reflectedColor, reflectivity) + lightSpecular * Lit.z;
oColor = lerp(oColor, reflectedColor, reflectivity) + lightSpecular * Lit.z;
}
}
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void main_AurigaMatPaint_VP ( float2 uv : TEXCOORD0, float4 position : POSITION, float3 normal : NORMAL, float4 cols : COLOR, uniform float4 lightPosition, uniform float3 eyePosition, uniform float4x4 world, uniform float4x4 worldViewProj, uniform float4x4 worldViewMatrix, out float4 oClipPos : POSITION, out float2 oUv : TEXCOORD0, out float4 oPos : TEXCOORD1, out float3 oNormal : TEXCOORD2, out float4 oLightPos : TEXCOORD3, out float3 oEyePos : TEXCOORD4, out float3 oViewDir : TEXCOORD5, out float4 oCols : COLOR ) { oClipPos = mul(worldViewProj, position); oPos = position; oLightPos = lightPosition; oEyePos = eyePosition; oCols = cols; oUv = uv; oNormal = mul((float3x3)world, normal); oViewDir = mul((float3x3)world, position.xyz - eyePosition); } void main_AurigaMatPaint_FP ( float2 uv : TEXCOORD0, float4 pos : TEXCOORD1, float3 normal : TEXCOORD2, float4 lightPos : TEXCOORD3, float3 eyePos : TEXCOORD4, float3 viewDir : TEXCOORD5, uniform float4 lightDiffuse, uniform float4 lightSpecular, uniform float exponent, uniform float4 ambient, uniform float uvScale, uniform sampler2D diffuseTex : register(s0), uniform sampler2D specularTex : register(s1), uniform samplerCUBE envMapTex : register(s2), out float4 oColor : COLOR ) { float3 N = normalize(normal); float3 I = normalize(viewDir); float3 R = reflect(I, N); R.z = -R.z; // reverse envmap Z for Ogre uv.xy = uv.xy / uvScale; float4 reflectedColor = texCUBE(envMapTex, R); float3 eyeDir = normalize(eyePos - pos.xyz); float3 lightDir = normalize(lightPos.xyz - (pos * lightPos.w).xyz); float3 halfAngle = normalize(lightDir + eyeDir); float NdotL = dot(lightDir, N); float NdotH = dot(halfAngle, N); float4 Lit = lit(NdotL,NdotH,exponent); float4 Lit2 = lit(NdotL,NdotH,exponent*0.1); float4 specColor = tex2D(specularTex, uv); float4 texColor = tex2D(diffuseTex, uv) * specColor.a; ambient = ambient * (1.2 + N.y); float fresnelPower = 2; float reflectivity = (pow(0.9 + 0.6 * (dot(N, I)), fresnelPower)) * (0.8 + 0.4 * N.y); reflectedColor = lerp(reflectedColor*specColor, reflectedColor, (0.7 + 0.7 * (dot(N, I)))); oColor = lightDiffuse * texColor * Lit.y + texColor * ambient + (specColor.a + specColor) * lightSpecular * Lit2.z; oColor = lerp(oColor, reflectedColor, reflectivity) + lightSpecular * Lit.z; }
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void main_AurigaMatPaint_VP ( float2 uv : TEXCOORD0, float4 position : POSITION, float3 normal : NORMAL, float4 cols : COLOR, uniform float4 lightPosition, uniform float3 eyePosition, uniform float4x4 world, uniform float4x4 worldViewProj, uniform float4x4 worldViewMatrix, out float4 oClipPos : POSITION, out float2 oUv : TEXCOORD0, out float4 oPos : TEXCOORD1, out float3 oNormal : TEXCOORD2, out float4 oLightPos : TEXCOORD3, out float3 oEyePos : TEXCOORD4, out float3 oViewDir : TEXCOORD5, out float4 oCols : COLOR ) { oClipPos = mul(worldViewProj, position); oPos = position; oLightPos = lightPosition; oEyePos = eyePosition; oCols = cols; oUv = uv; oNormal = mul((float3x3)world, normal); oViewDir = mul((float3x3)world, position.xyz - eyePosition); } void main_AurigaMatPaint_FP ( float2 uv : TEXCOORD0, float4 pos : TEXCOORD1, float3 normal : TEXCOORD2, float4 lightPos : TEXCOORD3, float3 eyePos : TEXCOORD4, float3 viewDir : TEXCOORD5, uniform float4 lightDiffuse, uniform float4 lightSpecular, uniform float exponent, uniform float4 ambient, uniform float uvScale, uniform sampler2D diffuseTex : register(s0), uniform sampler2D specularTex : register(s1), uniform samplerCUBE envMapTex : register(s2), out float4 oColor : COLOR ) { float3 N = normalize(normal); float3 I = normalize(viewDir); float3 R = reflect(I, N); float3 fresnel = dot(N, I); R.z = -R.z; // reverse envmap Z for Ogre uv.xy = uv.xy / uvScale; float4 reflectedColor = texCUBE(envMapTex, R); float3 eyeDir = normalize(eyePos - pos.xyz); float3 lightDir = normalize(lightPos.xyz - (pos * lightPos.w).xyz); float3 halfAngle = normalize(lightDir + eyeDir); float NdotL = dot(lightDir, N); float NdotH = dot(halfAngle, N); float4 Lit = lit(NdotL,NdotH,exponent); float4 Lit2 = lit(NdotL,NdotH,exponent*0.1); float4 specColor = tex2D(specularTex, uv); float4 texColor = tex2D(diffuseTex, uv); float fresnelPower = 4; float reflectivity = texColor.a * pow(1 + 0.5 * fresnel, fresnelPower); reflectedColor = lerp(reflectedColor*specColor, reflectedColor, reflectivity); oColor = lightDiffuse * texColor * Lit.y + texColor * (ambient* (1.0 + 0.5 * N.y)) + specColor * lightSpecular * Lit2.z; oColor = lerp(oColor, reflectedColor, reflectivity) + lightSpecular * Lit.z; }
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