#include "res/shaders/lights.cg" float4x4 mvp : ModelViewProjection; float4x4 mv : ModelView; float4x4 mvit : ModelViewIT; sampler2D stoneTex = sampler_state { minFilter = Linear; magFilter = Linear; wrapS = Repeat; wrapT = Repeat; }; sampler2D stone2Tex = sampler_state { generateMipMap = true; minFilter = Linear; magFilter = Linear; wrapS = Repeat; wrapT = Repeat; }; float4 vertex(uniform float4x4 modelViewProj, uniform float4x4 modelView, uniform float4x4 modelViewIT, float4 P : POSITION, float4 N : NORMAL, float2 uvIn : TEXCOORD0, in float4 Cin : COLOR0, out float4 CC : COLOR0, out float3 Pcam : TEXCOORD1, out float3 Ncam : TEXCOORD2, out float2 uv : TEXCOORD0) : POSITION { CC.xyz = normalize(N.xyz); Pcam = mul(modelView, P).xyz; //Ncam = mul(modelViewIT, N).xyz; float3x3 rotation = (float3x3)modelView; Ncam.xyz = mul(rotation,N.xyz); uv = uvIn; return mul(modelViewProj, P); } float3 expand(float3 v) { return (v-0.5)*2; } float4 light( float4 col: COLOR0, in float3 texcoord, float3 Pcam : TEXCOORD1, float3 Ncam : TEXCOORD2) : COLOR { float3 tan = normalize(col.xyz); float3 wo = normalize(-Pcam); float3 result;// = ambient; float3 Nn = normalize(Ncam); float3 scolor = float3(1.0,1.0,1.0); float3 Ln = normalize(float3(0,0,-1)-Pcam); float3 lcolor = float3(1,1,1); float3 Hn = normalize(wo + Ln); float ldn = dot(Ln,Nn); float hdn = dot(Hn,Nn); float4 litV = lit(ldn, hdn, 32); result = tex2D(stone2Tex ,texcoord)*litV.y; return float4(result, 1.); } technique stone { pass p0 { VertexProgram = compile arbvp1 vertex(mvp, mv, mvit); FragmentProgram = compile arbfp1 light(); } }