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Specular Shader A6 for static lights ? #292061
09/29/09 23:05
09/29/09 23:05
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

X
rayp  Offline OP

X

Joined: Jul 2008
Posts: 2,107
Germany
Hi!

I love the look of the normal/spec shader from wiki-page. But it only reacts to dynamic lights. Is there any spec-shader which works with static lights ?

Only reacts to dynamic lights:
Code:
//--------------------------------------------------------------
// Diffuse and specular shader
// -------------------------------------------------------------

float4x4 matWorldViewProj;	
float4x4 matWorld;
float4 vecLightPos[8]; //light position
float4 vecLightColor[8]; //light position
float4 vecViewPos;
float4 vecFog;

texture entSkin1; //this is the color map
texture entSkin2; //this is the normal map

sampler ColorMapSampler = sampler_state
{
   Texture = <entSkin1>;
   MinFilter = Linear;
   MagFilter = Linear;
   MipFilter = Linear;   
   AddressU  = wrap;
   AddressV  = wrap;
};


sampler BumpMapSampler = sampler_state
{
   Texture = <entSkin2>;
   MinFilter = Linear;
   MagFilter = Linear;
   MipFilter = Linear;   
   AddressU  = wrap;
   AddressV  = wrap;
};


// -------------------------------------------------------------
// 2.0
// -------------------------------------------------------------


struct VS_OUTPUT0
{
    float4 Pos  : POSITION;
    float2 Tex : TEXCOORD0;
    float3 View : TEXCOORD1;
   
    float3 Light1 : TEXCOORD2;
    float Att1 : TEXCOORD3;
    
    float3 Light2 : TEXCOORD4;
    float Att2 : TEXCOORD5;

    float Fog : FOG;
};


VS_OUTPUT0 VS_PASS0(float4 Pos : POSITION, float2 texcoord0 : TEXCOORD0, float3 Normal : NORMAL, float3 Tangent : TEXCOORD2  )
{
    VS_OUTPUT0 Out = (VS_OUTPUT0)0;      
    Out.Pos = mul(Pos, matWorldViewProj);	// transform Position
    
    // compute the 3x3 tranform matrix 
    // to transform from world space to tangent space
    float3x3 worldToTangentSpace;
    worldToTangentSpace[0] = mul(Tangent, matWorld);
    worldToTangentSpace[1] = mul(cross(Tangent, Normal), matWorld);
    worldToTangentSpace[2] = mul(Normal, matWorld);
        
    Out.Tex = texcoord0.xy;

    float3 PosWorld = mul(Pos, matWorld);

    float3 Viewer = PosWorld - vecViewPos;						
    Out.View = mul(worldToTangentSpace, - Viewer);		// V

    //light 1	 
    float3 Light1 = PosWorld - vecLightPos[0]  ; 
    Out.Light1.xyz = mul(worldToTangentSpace, -Light1);	// L
       
    Out.Att1 = distance(PosWorld,vecLightPos[0])/vecLightPos[0].w;				// Point light
    
    //light 2	 
    float3 Light2 = PosWorld - vecLightPos[1]  ; 
    Out.Light2.xyz = mul(worldToTangentSpace, -Light2);	// L
       
    Out.Att2 = distance(PosWorld,vecLightPos[1])/vecLightPos[1].w;				// Point light

    float ofog = 1 - (distance(PosWorld, vecViewPos) - vecFog.x) * (vecFog.z);
    Out.Fog = ofog;	

   return Out;
}


struct PS_INPUT0
{
    float2 Tex : TEXCOORD0;
    float3 View : TEXCOORD1;
   
    float3 Light1 : TEXCOORD2;
    float Att1 : TEXCOORD3;
    
    float3 Light2 : TEXCOORD4;
    float Att2 : TEXCOORD5;
};


 float4 PS_PASS0( PS_INPUT0 psInStruct ):COLOR
{
   
    float4 color = tex2D(ColorMapSampler, psInStruct.Tex);					// fetch color map
    float3 bumpNormal = 2 * (tex2D(BumpMapSampler, psInStruct.Tex) - 0.5); // fetch bump map
    float4 gloss = tex2D( BumpMapSampler, psInStruct.Tex );
    
    float3 ViewDir = normalize(psInStruct.View);  

    //light1
    float3 LightDir1 = normalize(psInStruct.Light1);   
    float4 diff1 = saturate(dot(bumpNormal, LightDir1));    // diffuse component 
    float shadow1 = saturate(4 * diff1);
    float3 Reflect1 = normalize(2 * diff1 * bumpNormal - LightDir1);  // R
    float4 spec1 = pow(saturate(dot(Reflect1, ViewDir)), 15); 
    float4 Attenuation1 = saturate(dot(psInStruct.Att1, psInStruct.Att1));
    
    //light2
    float3 LightDir2 = normalize(psInStruct.Light2);     
    float4 diff2 = saturate(dot(bumpNormal, LightDir2));    // diffuse component 
    float shadow2 = saturate(4 * diff2);
    float3 Reflect2 = normalize(2 * diff2 * bumpNormal - LightDir2);  // R
    float4 spec2 = pow(saturate(dot(Reflect2, ViewDir)), 15); 
    float4 Attenuation2 = saturate(dot(psInStruct.Att2, psInStruct.Att2));

    return
    (  
       (0.3 * color) + //ambient
	    ((shadow1 * (color * diff1 + (spec1*gloss.w)) * (1 -Attenuation1))*vecLightColor[0])+ 
	    ((shadow2 * (color * diff2 + (spec2*gloss.w)) * (1 -Attenuation2))*vecLightColor[1])
    );	    
}


struct VS_OUTPUT1
{
    float4 Pos  : POSITION;
    float2 Tex : TEXCOORD0;
    float3 View : TEXCOORD1;
   
    float3 Light3 : TEXCOORD2;
    float Att3 : TEXCOORD3;
    
    float3 Light4 : TEXCOORD4;
    float Att4 : TEXCOORD5;

    float Fog : FOG;
};


VS_OUTPUT1 VS_PASS1(float4 Pos : POSITION, float2 texcoord0 : TEXCOORD0, float3 Normal : NORMAL, float3 Tangent : TEXCOORD2  )
{
    VS_OUTPUT1 Out = (VS_OUTPUT1)0;      
    Out.Pos = mul(Pos, matWorldViewProj);	// transform Position
    
    // compute the 3x3 tranform matrix 
    // to transform from world space to tangent space
    float3x3 worldToTangentSpace;
    worldToTangentSpace[0] = mul(Tangent, matWorld);
    worldToTangentSpace[1] = mul(cross(Tangent, Normal), matWorld);
    worldToTangentSpace[2] = mul(Normal, matWorld);
        
    Out.Tex = texcoord0.xy;

    float3 PosWorld = mul(Pos, matWorld);

    float3 Viewer = PosWorld - vecViewPos;						
    Out.View = mul(worldToTangentSpace, -Viewer);		// V
 
    //light 3	 
    float3 Light3 = PosWorld - vecLightPos[2]  ; 
    Out.Light3.xyz = mul(worldToTangentSpace, -Light3);	// L
       
    Out.Att3 = distance(PosWorld,vecLightPos[2])/vecLightPos[2].w;				// Point light
  
    
    //light 4	 
    float3 Light4 = PosWorld - vecLightPos[3]  ; 
    Out.Light4.xyz = mul(worldToTangentSpace, -Light4);	// L
       
    Out.Att4 = distance(PosWorld,vecLightPos[3])/vecLightPos[3].w;				// Point light

    float ofog = 1 - (distance(PosWorld, vecViewPos) - vecFog.x) * (vecFog.z);
    Out.Fog = ofog;	

    return Out;
}


struct PS_INPUT1
{
    float2 Tex : TEXCOORD0;
    float3 View : TEXCOORD1;
   
    float3 Light3 : TEXCOORD2;
    float Att3 : TEXCOORD3;
    
    float3 Light4 : TEXCOORD4;
    float Att4 : TEXCOORD5;
};


float4 PS_PASS1( PS_INPUT1 psInStruct ):COLOR
{
   
    float4 color = tex2D(ColorMapSampler, psInStruct.Tex);					// fetch color map
    float3 bumpNormal = 2 * (tex2D(BumpMapSampler, psInStruct.Tex) - 0.5); // fetch bump map
    float4 gloss = tex2D( BumpMapSampler, psInStruct.Tex );
     
    float3 ViewDir = normalize(psInStruct.View);

    //light3
    float3 LightDir3 = normalize(psInStruct.Light3);  
    float4 diff3 = saturate(dot(bumpNormal, LightDir3));    // diffuse component 
    float shadow3 = saturate(4 * diff3);
    float3 Reflect3 = normalize(2 * diff3 * bumpNormal - LightDir3);  // R
    float4 spec3 = pow(saturate(dot(Reflect3, ViewDir)), 15); 
    float4 Attenuation3 = saturate(dot(psInStruct.Att3, psInStruct.Att3));
   
    //light4
    float3 LightDir4 = normalize(psInStruct.Light4);   
    float4 diff4 = saturate(dot(bumpNormal, LightDir4));    // diffuse component 
    float shadow4 = saturate(4 * diff4);
    float3 Reflect4 = normalize(2 * diff4 * bumpNormal - LightDir4);  // R
    float4 spec4 = pow(saturate(dot(Reflect4, ViewDir)), 15); 
    float4 Attenuation4 = saturate(dot(psInStruct.Att4, psInStruct.Att4));

    return
    (  
	    ((shadow3 * (color * diff3 + (spec3*gloss.w)) * (1 -Attenuation3))*vecLightColor[2])+
	    ((shadow4 * (color * diff4 + (spec4*gloss.w)) * (1 -Attenuation4))*vecLightColor[3])

    );	    
}



struct VS_OUTPUT2
{
    float4 Pos  : POSITION;
    float2 Tex : TEXCOORD0;
    float3 View : TEXCOORD1;
   
    float3 Light5 : TEXCOORD2;
    float Att5 : TEXCOORD3;
   
    float3 Light6 : TEXCOORD4;
    float Att6 : TEXCOORD5;

    float Fog : FOG;
};


VS_OUTPUT2 VS_PASS2(float4 Pos : POSITION, float2 texcoord0 : TEXCOORD0, float3 Normal : NORMAL, float3 Tangent : TEXCOORD2  )
{
    VS_OUTPUT2 Out = (VS_OUTPUT2)0;      
    Out.Pos = mul(Pos, matWorldViewProj);	// transform Position
    
    // compute the 3x3 tranform matrix 
    // to transform from world space to tangent space
    float3x3 worldToTangentSpace;
    worldToTangentSpace[0] = mul(Tangent, matWorld);
    worldToTangentSpace[1] = mul(cross(Tangent, Normal), matWorld);
    worldToTangentSpace[2] = mul(Normal, matWorld);
        
    Out.Tex = texcoord0.xy;

    float3 PosWorld = mul(Pos, matWorld);

    float3 Viewer = PosWorld - vecViewPos;						
    Out.View = mul(worldToTangentSpace, -Viewer);		// V

	//light 5	 
    float3 Light5 = PosWorld - vecLightPos[4]  ; 
    Out.Light5.xyz = mul(worldToTangentSpace, -Light5);	// L
       
    Out.Att5 = distance(PosWorld,vecLightPos[4])/vecLightPos[4].w;				// Point light
    
    //light 6	 
    float3 Light6 = PosWorld - vecLightPos[5]  ; 
    Out.Light6.xyz = mul(worldToTangentSpace, -Light6);	// L
       
    Out.Att6 = distance(PosWorld,vecLightPos[5])/vecLightPos[5].w;				// Point light

	float ofog = 1 - (distance(PosWorld, vecViewPos) - vecFog.x) * (vecFog.z);
    	Out.Fog = ofog;

   return Out;
}



struct PS_INPUT2
{
    float2 Tex : TEXCOORD0;
    float3 View : TEXCOORD1;
   
    float3 Light5 : TEXCOORD2;
    float Att5 : TEXCOORD3;
    
    float3 Light6 : TEXCOORD4;
    float Att6 : TEXCOORD5;
};


float4 PS_PASS2( PS_INPUT2 psInStruct ):COLOR
{
   
    float4 color = tex2D(ColorMapSampler, psInStruct.Tex);					// fetch color map
    float3 bumpNormal = 2 * (tex2D(BumpMapSampler, psInStruct.Tex) - 0.5); // fetch bump map
    float4 gloss = tex2D( BumpMapSampler, psInStruct.Tex );
    
    float3 ViewDir = normalize(psInStruct.View);

    //light5
    float3 LightDir5 = normalize(psInStruct.Light5); 
    float4 diff5 = saturate(dot(bumpNormal, LightDir5));    // diffuse component 
    float shadow5 = saturate(4 * diff5);
    float3 Reflect5 = normalize(2 * diff5 * bumpNormal - LightDir5);  // R
    float4 spec5 = pow(saturate(dot(Reflect5, ViewDir)), 15); 
    float4 Attenuation5 = saturate(dot(psInStruct.Att5, psInStruct.Att5));
    
    //light2
    float3 LightDir6 = normalize(psInStruct.Light6);
    float4 diff6 = saturate(dot(bumpNormal, LightDir6));    // diffuse component 
    float shadow6 = saturate(4 * diff6);
    float3 Reflect6 = normalize(2 * diff6 * bumpNormal - LightDir6);  // R
    float4 spec6 = pow(saturate(dot(Reflect6, ViewDir)), 15); 
    float4 Attenuation6 = saturate(dot(psInStruct.Att6, psInStruct.Att6));

    return
    (  
	    ((shadow5 * (color * diff5 + (spec5*gloss.w)) * (1 -Attenuation5))*vecLightColor[4])+ 
	    ((shadow6 * (color * diff6 + (spec6*gloss.w)) * (1 -Attenuation6))*vecLightColor[5])
	   
    );	    
}



// -------------------------------------------------------------
// 1.1
// -------------------------------------------------------------

float3x3 matTangent;
float4x4 matWorldView;
float4 vecSunDir;

float4 DoTransform(float4 Pos)
{
	return mul(Pos,matWorldViewProj);
}

float DoFog(float4 Pos)
{
	float3 P = mul(Pos,matWorldView); // convert vector to view space to get it's depth (.z)
   	return saturate((vecFog.y-P.z) * vecFog.z); // apply the linear fog formula
}

float4 DoPos(float4 Pos)
{
	return (mul(Pos,matWorld));
}
float3 DoPos(float3 Pos)
{
	return (mul(Pos,matWorld));
}

void CreateTangents(float3 inNormal,float3 inTangent)
{
	matTangent[0] = DoPos(inTangent);
	matTangent[1] = DoPos(cross(inTangent,inNormal));	// binormal
	matTangent[2] = DoPos(inNormal);
}

float3 DoTangent(float3 inVector)
{
	return normalize(mul(matTangent,inVector));
}

struct out_bump
{
    	float4 Pos:     POSITION;
    	float  Fog:	FOG;
    	float4 Color:	COLOR;
    	float2 Tex:   	TEXCOORD0;
    	float2 Bump:   	TEXCOORD1;
    	float3 Normal:	TEXCOORD2;
    	float3 Light:	TEXCOORD3;
};

out_bump vs_bump( in float4 inPos: POSITION, in float3 inNormal: NORMAL, in float2 inTex: TEXCOORD0, in float3 inTangent: TEXCOORD2)
{
   	out_bump Out;

	Out.Pos	= DoTransform(inPos);
	Out.Tex	= inTex;
	Out.Bump = inTex; // different coordinates required for ps_1_1
        Out.Color = float4(1.0,1.0,1.0,1.0);
	Out.Fog	= DoFog(inPos);
		
	CreateTangents(inNormal,inTangent);
	float3 N = matTangent[2];
		
	// transform the output values into the 0..1 range
	Out.Light = DoTangent(-vecSunDir) * 0.5 + 0.5;
	Out.Normal = DoTangent(N) * 0.5 + 0.5;

	return Out;		
}


float4 ps_bump(out_bump In): COLOR
{
	float4 base = tex2D(ColorMapSampler,In.Tex);
	float3 bumpNormal = tex2D(BumpMapSampler,In.Bump);
	float diffuse = saturate(dot(In.Light*2 - 1,bumpNormal*2 - 1));	
	diffuse *= saturate(4 * dot(In.Light*2 - 1,In.Normal*2 - 1));

	return base * diffuse;
}


// -------------------------------------------------------------
// techniques//
// -------------------------------------------------------------

// 2.0
technique SpecularNormalMapping_20
{
    pass P0
    {
    	 alphablendenable=false;
   	 srcblend=zero;
        // compile shaders
        VertexShader = compile vs_2_0 VS_PASS0();
        PixelShader  = compile ps_2_0 PS_PASS0();
    }
   
    pass P1
    {
    	 //blend second pass additively with first 
    	 alphablendenable=true;
   	 srcblend=one;
    	 destblend=one;
    	 
       // compile shaders
       VertexShader = compile vs_2_0 VS_PASS1();
       PixelShader  = compile ps_2_0 PS_PASS1();
    } 
    
    pass P2
    {
    	 //blend second pass additively with first and second 
    	 alphablendenable=true;
   	 srcblend=one;
    	 destblend=one;
    	 
       // compile shaders
       VertexShader = compile vs_2_0 VS_PASS2();
       PixelShader  = compile ps_2_0 PS_PASS2();
    } 
}

// 1.1
technique SpecularNormalMapping_11
{
	pass P0
	{		
		VertexShader = compile vs_1_1 vs_bump();
		PixelShader  = compile ps_1_1 ps_bump();
	}
}

// Fallback; If nothing works
technique fallback { pass one { } }



thanx

Last edited by rayp; 09/29/09 23:07.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: Specular Shader A6 for static lights ? [Re: rayp] #292113
09/30/09 12:33
09/30/09 12:33
Joined: Aug 2005
Posts: 512
Bayern
Schmerzmittel Offline
User
Schmerzmittel  Offline
User

Joined: Aug 2005
Posts: 512
Bayern
You'll find no shader, that works with static lights because static lights are computet to the lightmaps/shadowmaps. So static lights are no "real" lights. Dynamic lights are real lights at runtime.

Hope this help


A7 Com V7.80
Re: Specular Shader A6 for static lights ? [Re: Schmerzmittel] #292114
09/30/09 12:44
09/30/09 12:44
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

X
rayp  Offline OP

X

Joined: Jul 2008
Posts: 2,107
Germany
ah ok...im a shader noob, thanx for that information.

No specular shader without dyna light ? Mhh...i would use dynamic lights but there shining through walls...doesnt look really good


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: Specular Shader A6 for static lights ? [Re: rayp] #292485
10/04/09 04:03
10/04/09 04:03
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
...You can fake it with static lights. vecLight contains the color of the lightmap under the entities origin. You won't know where the light is, but you can assume a direction and "fake" it.


xXxGuitar511
- Programmer
Re: Specular Shader A6 for static lights ? [Re: xXxGuitar511] #292507
10/04/09 11:24
10/04/09 11:24
Joined: Oct 2008
Posts: 681
Germany
Ayumi Offline
User
Ayumi  Offline
User

Joined: Oct 2008
Posts: 681
Germany
Try this one:

AUM 54->Exquisite contributions->Specular and deffuse normalmapping from the sun

Re: Specular Shader A6 for static lights ? [Re: Ayumi] #292694
10/06/09 04:48
10/06/09 04:48
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

X
rayp  Offline OP

X

Joined: Jul 2008
Posts: 2,107
Germany
Great! Exactly what im looking for. Thanx alot.


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;

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