#include "def_effect.fx" //============================================================================= //Object VSOBJ_OUTPUT Object_VS( VSOBJ_INPUT In ) { VSOBJ_OUTPUT Out = (VSOBJ_OUTPUT) 0; float4 pos = In.position; float3 normal = In.normal; float4 color = In.diffuse; float4 output_pos, pos_world; int b_index = In.indices[0]; // transform position to screen space before changing it. pos_world = mul( pos, blendMatrices[b_index] ); output_pos = mul( pos_world, view_proj_matrix ); Out.position = output_pos; //apply fog float distfog = saturate((fFogDistEnd - output_pos.z)/(fFogDistEnd - fFogDistStart)); float heightfog = saturate((fFogHeightEnd - pos_world.z)/(fFogHeightEnd - fFogHeightStart)); Out.fog = min(distfog, heightfog); float3 N = normalize(mul(normal, (float3x3)blendMatrices[b_index])); // normal (view space) float nLength = length(Light_position - pos_world); float3 L = normalize(Light_position - pos_world); float Atten = 1/(1+Light_ambient.a*nLength); // eye-baseÀÇ half-way º¤ÅÍ float3 light_vector = -Light_direction_forsp; float3 eye_vector = Camera_position - pos_world; float3 halfway = normalize(normalize(light_vector) + normalize(eye_vector)); float ddot = saturate(dot(N, L)); float sdot = saturate(dot(N, halfway) + 0.1); Out.diffuse = Light_ambient + max(Light_diffuse * ddot * Atten, Light_specular * pow(sdot, 7)); // diffuse + ambient Out.diffuse.a = fVisibility; Out.texCoord1 = fUVAnimation.w*In.texCoord + fUVAnimation; float heightturm = (pos_world.z - fTerrainTextureCenter.z); float4 litproj = heightturm*float4(L.x, L.y, L.z, L.z);///L.z; Out.texCoord2 = fTerrain1stTextureScale * (pos_world - fTerrainTextureCenter - litproj); heightturm = (pos_world.z - fTerrainTextureCenterDusk.z); litproj = heightturm*float4(L.x, L.y, L.z, L.z);///L.z; Out.texCoord3 = fTerrain2ndTextureScale * (pos_world - fTerrainTextureCenterDusk - litproj); return Out; } VSOBJ_NOLIGHT_OUTPUT ObjectNoLight_VS( VSOBJ_INPUT In ) { VSOBJ_NOLIGHT_OUTPUT Out = (VSOBJ_NOLIGHT_OUTPUT) 0; float4 pos = In.position; float3 normal = In.normal; float4 color = In.diffuse; float4 output_pos, pos_world; int b_index = In.indices[0]; // transform position to screen space before changing it. pos_world = mul( pos, blendMatrices[b_index] ); output_pos = mul( pos_world, view_proj_matrix ); Out.position = output_pos; //apply fog float distfog = saturate((fFogDistEnd - output_pos.z)/(fFogDistEnd - fFogDistStart)); float heightfog = saturate((fFogHeightEnd - pos_world.z)/(fFogHeightEnd - fFogHeightStart)); Out.fog = min(distfog, heightfog); float3 N = normalize(mul(normal, (float3x3)blendMatrices[b_index])); // normal (view space) float nLength = length(Light_position - pos_world); float3 L = normalize(Light_position - pos_world); float Atten = 1/(1+Light_ambient.a*nLength); // eye-baseÀÇ half-way º¤ÅÍ float3 light_vector = -Light_direction_forsp; float3 eye_vector = Camera_position - pos_world; float3 halfway = normalize(normalize(light_vector) + normalize(eye_vector)); //float ddot = saturate(dot(N, L)); //float sdot = saturate(dot(normal, halfway)); Out.diffuse = Light_ambient + Light_diffuse;// * ddot * Atten + Light_specular * pow(dotval, 7); // diffuse + ambient Out.diffuse.a = 1;//fVisibility; Out.texCoord = fUVAnimation.w*In.texCoord + fUVAnimation; return Out; } //============================================================================= //Object Mesh Å×Å©´Ð technique ObjectTech_2x { pass P0 { VertexShader = compile vs_1_1 Object_VS(); PixelShader = NULL; } } technique ObjectNoLightTech_2x { pass P0 { VertexShader = compile vs_1_1 ObjectNoLight_VS(); PixelShader = NULL; } }