Here's one from the "Introduction to Shader Programming" Tutorial:
//***********************************************************************************************
// Copyright 2006 by Taco Cohen. All rights reserved
//***********************************************************************************************/
//***********************************************************************************************
// Global Variables:
//***********************************************************************************************/
// Tweakables:
static const float AmbientIntensity = 1.0f; // The intensity of the ambient light.
static const float DiffuseIntensity = 1.0f; // The intensity of the diffuse light.
static const float SpecularIntensity = 1.0f; // The intensity of the specular light.
static const float SpecularPower = 8.0f; // The specular power. Used as 'glossyness' factor.
static const float4 SunColor = {0.9f, 0.9f, 0.5f, 1.0f}; // Color vector of the sunlight.
// Application fed data:
const float4x4 matWorldViewProj; // World*view*projection matrix.
const float4x4 matWorld; // World matrix.
const float4 vecAmbient; // Ambient color.
const float4 vecSunDir; // The sun direction vector.
const float4 vecViewPos; // View position.
texture entSkin1; // Color map.
sampler ColorMapSampler = sampler_state // Color map sampler.
{
Texture = <entSkin1>;
AddressU = Clamp;
AddressV = Clamp;
};
texture entSkin2; // Normal map.
sampler NormalMapSampler = sampler_state // Normal map sampler.
{
Texture = <entSkin2>;
AddressU = Clamp;
AddressV = Clamp;
};
/***********************************************************************************************
/ Vertex Shader:
/***********************************************************************************************/
void NormalMapVS( in float4 InPos : POSITION,
in float3 InNormal : NORMAL,
in float2 InTex : TEXCOORD0,
in float3 InTangent : TEXCOORD2,
out float4 OutPos : POSITION,
out float2 OutTex : TEXCOORD0,
out float3 OutViewDir: TEXCOORD1,
out float3 OutSunDir: TEXCOORD2)
{
// Transform the vertex from object space to clip space:
OutPos = mul(InPos, matWorldViewProj);
// Pass the texture coordinate to the pixel shader:
OutTex = InTex;
// Compute 3x3 matrix to transform from world space to tangent space:
half3x3 worldToTangentSpace;
worldToTangentSpace[0] = mul(InTangent, matWorld);
worldToTangentSpace[1] = mul(cross(InTangent, InNormal), matWorld);
worldToTangentSpace[2] = mul(InNormal, matWorld);
// Calculate the view direction vector in tangent space:
OutViewDir = normalize(mul(worldToTangentSpace, vecViewPos - mul(InPos, matWorld)));
// Calculate the light direction vector in tangent space:
OutSunDir = normalize(mul(worldToTangentSpace, -vecSunDir));
}
/***********************************************************************************************
/ Pixel Shader:
/***********************************************************************************************/
float4 NormalMapPS( in float2 InTex : TEXCOORD0,
in float3 InViewDir : TEXCOORD1,
in float3 InSunDir : TEXCOORD2) : COLOR
{
// Read the normal from the normal map and convert from [0..1] to [-1..1] range
float3 BumpNormal = 2 * tex2D(NormalMapSampler, InTex) - 1;
// Calculate the ambient term:
float4 Ambient = AmbientIntensity * vecAmbient;
// Calculate the diffuse term:
float4 Diffuse = DiffuseIntensity * saturate(dot(InSunDir, BumpNormal));
Diffuse *= SunColor;
// Calculate the reflection vector:
float3 R = normalize(2 * dot(BumpNormal, InSunDir) * BumpNormal - InSunDir);
// Calculate the specular term:
InViewDir = normalize(InViewDir);
float Specular = pow(saturate(dot(R, InViewDir)), SpecularPower) * SpecularIntensity;
// Fetch the pixel color from the color map:
float4 Color = tex2D(ColorMapSampler, InTex);
// Calculate final color:
return (Ambient + Diffuse + Specular) * Color;
}
/***********************************************************************************************
/ Technique:
/***********************************************************************************************/
technique SpecularTechnique
{
pass P0
{
VertexShader = compile vs_2_0 NormalMapVS();
PixelShader = compile ps_2_0 NormalMapPS();
}
}
And here's the one with Specular but no Normal mapping:
/***********************************************************************************************
/ Copyright 2006 by Taco Cohen. All rights reserved
/***********************************************************************************************/
/***********************************************************************************************
/ Global Variables:
/***********************************************************************************************/
// Tweakables:
static const float AmbientIntensity = 1.0f; // The intensity of the ambient light.
static const float DiffuseIntensity = 1.0f; // The intensity of the diffuse light.
static const float SpecularIntensity = 3.0f; // The intensity of the specular light.
static const float SpecularPower = 8.0f; // The specular power. Used as 'glossyness' factor.
static const float4 SunColor = {0.9f, 0.9f, 0.5f, 1.0f}; // Color vector of the sunlight.
// Application fed data:
const float4x4 matWorldViewProj; // World*view*projection matrix.
const float4x4 matWorld; // World matrix.
const float4 vecAmbient; // Ambient color.
const float4 vecSunDir; // The sun direction vector.
const float4 vecViewPos; // View position.
texture entSkin1; // Color map.
sampler ColorMapSampler = sampler_state // Color map sampler.
{
Texture = <entSkin1>;
AddressU = Clamp;
AddressV = Clamp;
};
/***********************************************************************************************
/ Vertex Shader:
/***********************************************************************************************/
void SpecularVS(in float4 InPos : POSITION,
in float3 InNormal : NORMAL,
in float2 InTex : TEXCOORD0,
out float4 OutPos : POSITION,
out float2 OutTex : TEXCOORD0,
out float3 OutNormal: TEXCOORD1,
out float3 OutViewDir: TEXCOORD2)
{
// Transform the vertex from object space to clip space:
OutPos = mul(InPos, matWorldViewProj);
// Transform the normal from object space to world space:
OutNormal = normalize(mul(InNormal,matWorld));
// Calculate a vector from the vertex to the view:
OutViewDir = vecViewPos - mul(InPos, matWorld);
// Pass the texture coordinate to the pixel shader:
OutTex = InTex;
}
/***********************************************************************************************
/ Pixel Shader:
/***********************************************************************************************/
float4 SpecularPS( in float2 InTex : TEXCOORD0,
in float3 InNormal : TEXCOORD1,
in float4 InViewDir : TEXCOORD2) : COLOR
{
// Calculate the ambient term:
float4 Ambient = AmbientIntensity * vecAmbient;
// Calculate the diffuse term:
InNormal = normalize(InNormal);
float4 Diffuse = DiffuseIntensity * saturate(dot(vecSunDir, InNormal));
Diffuse *= SunColor;
// Fetch the pixel color from the color map:
float4 Color = tex2D(ColorMapSampler, InTex);
// Calculate the reflection vector:
float3 R = normalize(2 * dot(InNormal, vecSunDir) * InNormal - vecSunDir);
// Calculate the speculate component:
InViewDir = normalize(InViewDir);
float Specular = pow(saturate(dot(R, InViewDir)), SpecularPower) * SpecularIntensity;
// Calculate final color:
return (Ambient + Diffuse + Specular) * Color;
}
/***********************************************************************************************
/ Technique:
/***********************************************************************************************/
technique SpecularTechnique
{
pass P0
{
VertexShader = compile vs_2_0 SpecularVS();
PixelShader = compile ps_2_0 SpecularPS();
}
}
One thing though, they go according to sunlight, I'm working on getting them going with dynamic lights. I'll Tell when finished and tested.