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#include <phong_lighting.cg>
#include <fragment_entry.cg>

BEGIN_CBUFFER(cbDiffuse)
CONST_TYPE float4    diffuseColor;
END_CBUFFER(cbDiffuse)

DECLARE_TEXTURE(diffuseTexture)

SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params)
{
	half4 diffuseTextureColor = half4(tex2D(diffuseTexture, params.texcoord0.xy));

	SurfaceMaterial mout;
	mout.diffuseColor       = diffuseTextureColor.rgb * half3(diffuseColor.rgb);
	mout.alpha              = half(diffuseColor.a);
	mout.emissiveColor      = 0;
	mout.specularColor      = half3(0.2,0.2,0.2); // TODO: make this a constant parameter set by the material.
	mout.specularPower      = 16;
	mout.tangentSpaceNormal = half3(0,0,1);
	return mout;
}

Commits for Divide-Dependencies/physx/APEX_1.4/media/SampleRenderer/4/shaders/fragment/simple_diffuse_uniform_color.cg

Diff revisions: vs.
Revision Author Commited Message
105 IonutCava picture IonutCava Tue 16 Apr, 2019 19:55:41 +0000

Forgot to actually add physx