📄 toon.txt
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////////////////////////////////////////////////////////////////////////////
//
// File: toon.txt
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Vertex shader that lights geometry such it appears to be
// drawn in a cartoon style.
//
////////////////////////////////////////////////////////////////////////////
//
// Globals
//
extern matrix WorldViewMatrix;
extern matrix WorldViewProjMatrix;
extern vector Color;
extern vector LightDirection;
//
// Structures
//
struct VS_INPUT
{
vector position : POSITION;
vector normal : NORMAL;
};
struct VS_OUTPUT
{
vector position : POSITION;
float2 uvCoords : TEXCOORD;
vector diffuse : COLOR;
};
//
// Main
//
VS_OUTPUT Main(VS_INPUT input)
{
// zero out each member in output
VS_OUTPUT output = (VS_OUTPUT)0;
// transform vertex position to homogenous clip space
output.position = mul(input.position, WorldViewProjMatrix);
//
// Transform lights and normals to view space. Set w
// components to zero since we're transforming vectors.
// Assume there are no scalings in the world
// matrix as well.
//
LightDirection.w = 0.0f;
input.normal.w = 0.0f;
LightDirection = mul(LightDirection, WorldViewMatrix);
input.normal = mul(input.normal, WorldViewMatrix);
//
// Compute the 1D texture coordinate for toon rendering.
//
float u = dot(LightDirection, input.normal);
//
// Clamp to zero if u is negative because u
// negative implies the angle between the light
// and normal is greater than 90 degrees. And
// if that is true then the surface receives
// no light.
//
if( u < 0.0f )
u = 0.0f;
//
// Set other tex coord to middle.
//
float v = 0.5f;
output.uvCoords.x = u;
output.uvCoords.y = v;
// save color
output.diffuse = Color;
return output;
}
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