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2025-11-28 23:13:44 +05:30
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#include <phong_lighting.cg>
#include <fragment_entry.cg>
DECLARE_TEXTURE(diffuseTexture)
SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params)
{
half4 diffuseTextureColor = tex2D(diffuseTexture, params.texcoord0.xy);
SurfaceMaterial mout;
// calculate eye-space sphere normal from texture coordinates
float3 N;
N.xy = params.texcoord0.xy*float2(2.0, -2.0) + float2(-1.0, 1.0);
float r2 = dot(N.xy, N.xy);
if (r2 > 0.5) discard; // kill pixels outside circle
N.z = sqrt(1.0-r2);
mout.diffuseColor = params.color.xyz*diffuseTextureColor.rgb;
mout.alpha = clamp(1.0 - r2,0.0,1.0);//saturate(1.0 - r2);
//alpha *= diffuseTextureColor.a;
mout.emissiveColor = 0;
mout.specularColor = half3(1,1,1); // TODO: make this a constant parameter set by the material.
mout.specularPower = 16;
mout.tangentSpaceNormal = half3(0,0,1);
return mout;
}