hey guys
i am having trouble rendering textures through shaders. I really don't know why, the shader file just implements a simple phong lighting and interpolate the texture on a simple quad but all i am getting is the lighting and material colors, as if there is no texture(the texture is a Stone texture but all i am getting is white color)
here is the shader file
//------------------------------------
uniform extern float4x4 matWVP;
uniform extern float4x4 matITW;
uniform extern float4x4 matW;
uniform extern float4 DiffMatr;
uniform extern float4 DiffLight;
uniform extern float4 AmbLight;
uniform extern float4 SpecLight;
uniform extern float4 AmbMatr;
uniform extern float3 LightPosW;
uniform extern float4 SpecMatr;
uniform extern float SpecPower;
uniform extern float3 EyePos;
uniform extern texture Tex;
//------------------------------------
sampler sTex = sampler_state
{
Texture = <Tex>;
Minfilter = LINEAR;
Magfilter = LINEAR;
Mipfilter = POINT;
AddressU = WRAP;
AddressV = WRAP;
};
struct vOut {
float4 posH : POSITION0;
float3 posW : TEXCOORD0;
float3 normW: TEXCOORD1;
float2 cTex : TEXCOORD2;
};
//------------------------------------
vOut VS_Def(float3 posL : POSITION0
, float3 normL : NORMAL0
, float2 cTex : TEXCOORD0)
{
vOut V = (vOut)0;
V.posH = mul(float4(posL, 1.0f), matWVP);
V.posW = mul(float4(posL, 1.0f), matW).xyz;
V.normW = mul(float4(normL, 1.0f), matITW).xyz;
V.normW = normalize(V.normW);
V.cTex = V.cTex;
return V;
}
float4 PS_Def(float3 posW : TEXCOORD0
,float4 normW : TEXCOORD1
,float2 cTex : TEXCOORD2 ): COLOR
{
float3 LightVec = LightPosW - posW;
LightVec = normalize(LightVec);
float3 RefLightVec = reflect(-LightVec, normW);
float3 EyeVec = EyePos - posW;
EyeVec = normalize(EyePos - posW);
float d = max(0.0f, dot(normW, LightVec));
float s = pow(max(dot(RefLightVec, EyeVec), 0.0f), SpecPower);
float3 Diff = d * (DiffMatr * DiffLight).rgb;
float3 Amb = (AmbMatr * AmbLight).rgb;
float3 Spec = s * (SpecMatr * SpecLight).rgb;
float3 TexColor = tex2D(sTex, cTex.xy).rgb;
float3 color = Diff + Amb;
return float4(color * TexColor + Spec, DiffMatr.a);;
}
//-----------------------------------
technique DefTech
{
pass p0
{
VertexShader = compile vs_2_0 VS_Def();
PixelShader = compile ps_2_0 PS_Def();
}
}
the lighting and material colors are as follows:
(P.S : WHITE = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f))
Diffuse Material = WHITE;
Ambient Material = WHITE;
Specular Material = WHITE * 0.5f;
Diffuse Lighting = WHITE * 0.8f;
Ambient Lighting = WHITE * 0.8f;
Specular Lighting = WHITE * 0.5f;
Specular Power = 48.0f;
Appreciate the help, guys
In your vertex shader you have
V.cTex = V.cTex;
Shouldn't this be
V.cTex = cTex;
Related
Some 3d meshes that get exported to Wavefront.obj format usually come with a .mtl file that has additional data to the texture it uses and its materials, when exported from Blender they always come with Ambient, Diffuse, Specular, and Emissive RGB data as part of its material, but I'm not sure how I can use this data in the pixel shader and get the right color output.
I would appreciate it if anyone can explain to me how to use these materials and any code sample would be very welcome.
Traditional materials and lighting models use "Ambient", "Diffuse", "Specular", and "Emissive" colors which is why you find those in Wavefront OBJ files. These can often be replaced or used in multiplicative conjunction with texture colors.
The (now defunct) XNA Game Studio product did a good job of providing simple 'classic' shaders in the BasicEffect "Stock Shaders". I use them in the DirectX Tool Kit for DX11 and DX12.
Take a look at BasicEffect.fx for a traditional material pixel shader. If you are looking mostly for pixel-shader handling, that's "per-pixel lighting" as opposed to "vertex lighting" which was more common back when we had less powerful GPUs.
Here's a 'inlined' version so you can follow it all in one place:
struct VSInputNmTx
{
float4 Position : SV_Position;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
};
Texture2D<float4> Texture : register(t0);
sampler Sampler : register(s0);
cbuffer Parameters : register(b0)
{
float4 DiffuseColor : packoffset(c0);
float3 EmissiveColor : packoffset(c1);
float3 SpecularColor : packoffset(c2);
float SpecularPower : packoffset(c2.w);
float3 LightDirection[3] : packoffset(c3);
float3 LightDiffuseColor[3] : packoffset(c6);
float3 LightSpecularColor[3] : packoffset(c9);
float3 EyePosition : packoffset(c12);
float3 FogColor : packoffset(c13);
float4 FogVector : packoffset(c14);
float4x4 World : packoffset(c15);
float3x3 WorldInverseTranspose : packoffset(c19);
float4x4 WorldViewProj : packoffset(c22);
};
struct VSOutputPixelLightingTx
{
float2 TexCoord : TEXCOORD0;
float4 PositionWS : TEXCOORD1;
float3 NormalWS : TEXCOORD2;
float4 Diffuse : COLOR0;
float4 PositionPS : SV_Position;
};
// Vertex shader: pixel lighting + texture.
VSOutputPixelLighting VSBasicPixelLightingTx(VSInputNmTx vin)
{
VSOutputPixelLighting vout;
vout.PositionPS = mul(vin.Position, WorldViewProj);
vout.PositionWS.xyz = mul(vin.Position, World).xyz;
// ComputeFogFactor
vout.PositionWS.w = saturate(dot(vin.Position, FogVector));
vout.NormalWS = normalize(mul(vin.Normal, WorldInverseTranspose));
vout.Diffuse = float4(1, 1, 1, DiffuseColor.a);
vut.TexCoord = vin.TexCoord;
return vout;
}
struct PSInputPixelLightingTx
{
float2 TexCoord : TEXCOORD0;
float4 PositionWS : TEXCOORD1;
float3 NormalWS : TEXCOORD2;
float4 Diffuse : COLOR0;
};
// Pixel shader: pixel lighting + texture.
float4 PSBasicPixelLightingTx(PSInputPixelLightingTx pin) : SV_Target0
{
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz);
float3 worldNormal = normalize(pin.NormalWS);
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
color.rgb *= lightResult.Diffuse;
// AddSpecular
color.rgb += lightResult.Specular * color.a;
// ApplyFog (we passed fogfactor in via PositionWS.w)
color.rgb = lerp(color.rgb, FogColor * color.a, pin.PositionWS.w);
return color;
}
Here is the helper function ComputeLights which implements a Blinn-Phong reflection model for the specular highlight.
struct ColorPair
{
float3 Diffuse;
float3 Specular;
};
ColorPair ComputeLights(float3 eyeVector, float3 worldNormal, uniform int numLights)
{
float3x3 lightDirections = 0;
float3x3 lightDiffuse = 0;
float3x3 lightSpecular = 0;
float3x3 halfVectors = 0;
[unroll]
for (int i = 0; i < numLights; i++)
{
lightDirections[i] = LightDirection[i];
lightDiffuse[i] = LightDiffuseColor[i];
lightSpecular[i] = LightSpecularColor[i];
halfVectors[i] = normalize(eyeVector - lightDirections[i]);
}
float3 dotL = mul(-lightDirections, worldNormal);
float3 dotH = mul(halfVectors, worldNormal);
float3 zeroL = step(0, dotL);
float3 diffuse = zeroL * dotL;
float3 specular = pow(max(dotH, 0) * zeroL, SpecularPower) * dotL;
ColorPair result;
result.Diffuse = mul(diffuse, lightDiffuse) * DiffuseColor.rgb + EmissiveColor;
result.Specular = mul(specular, lightSpecular) * SpecularColor;
return result;
}
These BasicEffect shaders don't make use of ambient color, but you could modify them to do so if you wanted. All ambient color does is provide a 'minimum color value' that's independent of dynamic lights.
Note that there also some unofficial Physically-Based Rendering (PBR) materials extension in some Wavefront OBJ files. See Extending Wavefront MTL for Physically-Based. More modern geometry formats like glTF assume PBR materials properties which is things like an albedo texture, normal texture, roughness/metalness texture, etc..
I have a obj with normals and I want to use a surface bump map on it.
Can anyone help me how can I calculate the final normal map from the obj normals and the Bump map
my fragment shader is:
fragment float4 fragmentShaderObj(VertexOutObj interpolated [[stage_in]], const device Uniforms& uniforms [[ buffer(1) ]], texture2d_array<float> tex2D [[ texture(0) ]], sampler sampler2D [[ sampler(0) ]]) {
float4x4 mv_Matrix = uniforms.modelMatrix;
// Ambient
Light light = uniforms.light;
if(interpolated.mapB >= 0){
float3 norm = (2.0*tex2D.sample(sampler2D, interpolated.texCoord,interpolated.mapB).rgb-float3(1,1,1));
}
interpolated.normal = normalize(interpolated.normal);
float4 ambientColor = float4(light.color *interpolated.ka, 1);
//Diffuse
float3 normal_inv = float3(0,0,0)-interpolated.normal;
//float diffuseFactor1 = max(0.0,dot(interpolated.normal, light.direction));
float diffuseFactor1 = max(max(0.0,dot(interpolated.normal, light.direction)),dot(normal_inv, light.direction));
float4 diffuseColor = float4(light.color * diffuseFactor1*interpolated.kd ,1.0);
//Specular
float3 eye = normalize(interpolated.fragmentPosition);
float3 reflection = reflect(light.direction, interpolated.normal);
float specularFactor = max(0.0, dot(reflection, eye));
float4 specularColor = float4(light.color * interpolated.ns * specularFactor * interpolated.ks,1.0);
float4 color = tex2D.sample(sampler2D, interpolated.texCoord,interpolated.mapKd);
if(color.a < 0.1)
discard_fragment();
color.rgb = color.rgb * (ambientColor + diffuseColor + specularColor).rgb;
return color;
}
now how can I add that norm with the interpolated.normal. it can't be straight forward addition.
I'm trying to run a practice of D3D 11 rendering system to load and render FBX files but I have a problem transforming vertex in vertex shader.
I don't suppose what is wrong, in Visual Studio Graphics Debugger I can see the mesh passed to pipeline is OK in the input assembler stage but after vertex shader transformations all breaks out and render go wrong, if someone can tell me what's go wrong I'll appreciate the info.
View of the Input Assembler Stage
View of the Vertex Shader Output
This is the Vertex Shader code
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
struct VertexInputType
{
float4 position : POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float3 normal : NORMAL;
float2 uv : TEXCOORD;
};
PixelInputType TextureVertexShader(VertexInputType input)
{
PixelInputType output;
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
output.normal = input.normal;
output.uv = input.uv;
return output;
}
And this is the code of matrix initialization
float lFieldOfView = 3.141592f * 0.4f;
float lScreenAspect = static_cast<float>(width_) / static_cast<float>(height_);
DirectX::XMMATRIX lProjection = MatrixDirectX::XMMatrixPerspectiveFovLHlFieldOfView, lScreenAspect, 1.0f, 10000.0f);
DirectX::XMStoreFloat4x4(&lMatrixBuffer.projectionMatrix, lProjectionMatrix);
DirectX::XMMATRIX lWorldMatrix = DirectX::XMMatrixIdentity();
DirectX::XMStoreFloat4x4(&lMatrixBuffer.worldMatrix, lWorldMatrix);
DirectX::XMFLOAT3 lookAtPos(0.0f, 0.0f, 0.0f);
DirectX::XMFLOAT3 eyePos(0.0f, 0.0f, -50.0f);
DirectX::XMFLOAT3 upDir(0.0f, 1.0f, 0.0f);
DirectX::FXMVECTOR lLookAtPos = DirectX::XMLoadFloat3(&lookAtPos);
DirectX::FXMVECTOR lEyePos = DirectX::XMLoadFloat3(&eyePos);
DirectX::FXMVECTOR lUpDir = DirectX::XMLoadFloat3(&upDir);
DirectX::XMMATRIX lViewMatrix = DirectX::XMMatrixLookAtLH(lEyePos, lLookAtPos, lUpDir);
DirectX::XMStoreFloat4x4(&lMatrixBuffer.viewMatrix, lViewMatrix);
D3D11_BUFFER_DESC lBufferDesc = { 0 };
lBufferDesc.ByteWidth = sizeof(MatrixBufferType);
lBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
D3D11_SUBRESOURCE_DATA lMatrixBufferData;
lMatrixBufferData.pSysMem = &lMatrixBuffer;
hResult = D3DDevice_->CreateBuffer(&lBufferDesc, &lMatrixBufferData, &D3DMatrixBuffer_);
From the comment it looks like the issue actually might be a matrix row-major/column-major difference. The original HLSL code would probably work if the matrices would be transposed on the CPU side.
I have a problem that I cant manage to figure out. I just added a point light to my project and it makes the textures go completely black. I have no idea why.
I think that it might be either the normal that is not updating correctly or it might be calculation of s.x, s.y and s.z.
I would be very happy if someone had time to take a look at it and help me. Thanks.
So. Here is my pixel shader :
Texture2D txDiffuse : register(t0);
SamplerState sampState;
cbuffer PointLight : register(b0)
{
float3 Pos;
float diff;
float amb;
float spec;
float range;
float intensity;
};
struct VS_IN
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
float4 Norm : NORMAL;
float4 Pos2 : POSITION;
};
float4 PS_main(VS_IN input) : SV_Target
{
float3 s = txDiffuse.Sample(sampState, input.Tex).xyz;
float3 lightPos = Pos;
float3 lightVector = lightPos - input.Pos2;
lightVector = normalize(lightVector);
float nDotL = dot(lightVector, input.Norm);
float diff1 = 0.8;
float amb1 = 0.1;
s.x = (s.x * diff * nDotL + s.x * amb);
s.y = (s.y * diff * nDotL + s.y * amb);
s.z = (s.z * diff * nDotL + s.z * amb);
return float4(s, 0.0);
};
Geometry shader :
cbuffer worldMatrix : register(b0)
{
matrix world;
}
cbuffer viewMatrix : register(b1)
{
matrix view;
}
cbuffer projectionMatrix : register(b2)
{
matrix projection;
}
struct VS_IN
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
};
struct VS_OUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
float4 Norm : NORMAL;
float4 Pos2 : POSITION;
};
[maxvertexcount(6)]
void main(triangle VS_IN input[3] : SV_POSITION, inout TriangleStream< VS_OUT > output2)
{
matrix wvp = mul(projection, mul(world, view));
matrix worldView = mul(world, view);
float4 normal = float4(cross(input[1].Pos - input[0].Pos, input[2].Pos - input[0].Pos), 0.0f);
normal = normalize(normal);
float4 rotNorm = mul(worldView, normal);
rotNorm = normalize(rotNorm);
VS_OUT output[3];
for (uint i = 0; i < 3; i++)
{
output[i].Pos = input[i].Pos;
output[i].Pos = mul(wvp, input[i].Pos);
output[i].Tex = input[i].Tex;
output[i].Norm = rotNorm;
output[i].Pos2 = mul(worldView, output[i].Pos);
output2.Append(output[i]);
}
output2.RestartStrip();
VS_OUT outputcopy[3];
for (uint i = 0; i < 3; i++)
{
outputcopy[i].Pos = input[i].Pos + (normal);
outputcopy[i].Pos = mul(wvp, outputcopy[i].Pos);
outputcopy[i].Tex = input[i].Tex;
outputcopy[i].Norm = rotNorm;
outputcopy[i].Pos2 = mul(worldView, outputcopy[i].Pos);
output2.Append(outputcopy[i]);
}
output2.RestartStrip();
}
Code to initializing the point light:
struct PointLight
{
Vector3 Pos;
float diff;
float amb;
float spec;
float range;
float intensity;
};
PointLight* pointLight = nullptr;
PointLight PL =
{
Vector3(0.0f, 0.0f, -3.0f),
0.8f,
0.2f,
0.0f,
100.0f,
1.0f
};
pointLight = &PL;
D3D11_BUFFER_DESC lightBufferDesc;
memset(&lightBufferDesc, 0, sizeof(lightBufferDesc));
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.Usage = D3D11_USAGE_DEFAULT;
lightBufferDesc.StructureByteStride = 0;
lightBufferDesc.MiscFlags = 0;
lightBufferDesc.ByteWidth = sizeof(PointLight);
D3D11_SUBRESOURCE_DATA pointLightData;
memset(&pointLightData, 0, sizeof(pointLightData));
pointLightData.pSysMem = &PL;
gDevice->CreateBuffer(&lightBufferDesc, &pointLightData, &lightBuffer);
and in render() i run
gDeviceContext->PSSetConstantBuffers(0, 1, &lightBuffer);
Texture will be black if s.x, s.y, s.z equal to zero.
s.x = (s.x * diff * nDotL + s.x * amb);
s.y = (s.y * diff * nDotL + s.y * amb);
s.z = (s.z * diff * nDotL + s.z * amb);
Try to change diff and amb with a non-zero constant so that you can be sure that you set contant buffer correctly or not. If after you change them, it's still black then it must be nDotL and/or sampled texture that is zero. Then try with non-zero constant for texture sample. If they're still causing texture to look black then your light vector calculation is the culprit.
I'm trying to create a Cube Map in DirectX 9, but for some reason it's not working. I've used DirectX's Texture Utility to create a dds texture file for the cube, but when I draw it, it's only drawing a solid color. Here's the code I've done:
SkyBox.h
#pragma once
#include<D3DX9Mesh.h>
#include"DirectX.h"
class SkyBox{
public:
SkyBox(LPCSTR textureFile);
~SkyBox();
void Draw();
protected:
IDirect3DCubeTexture9* texture;
LPD3DXMESH mesh;
};
SkyBox.cpp
#include"SkyBox.h"
SkyBox::SkyBox(LPCSTR textureFile)
{
D3DXCreateBox(DirectX::device, 1.0f, 1.0f, 1.0f, &mesh, NULL);
D3DXCreateCubeTextureFromFile(DirectX::device, textureFile, &texture);
}
SkyBox::~SkyBox()
{
mesh->Release();
texture->Release();
}
void SkyBox::Draw()
{
D3DXHANDLE textureHandle = DirectX::currentShaderEffect->GetParameterByName(0, "tex0");
DirectX::currentShaderEffect->SetTexture(textureHandle, texture);
DirectX::currentShaderEffect->CommitChanges();
UINT passNum = 5;
DirectX::currentShaderEffect->Begin(&passNum, 0);
DirectX::currentShaderEffect->BeginPass(5);
mesh->DrawSubset(0);
DirectX::currentShaderEffect->EndPass();
DirectX::currentShaderEffect->End();
}
And this is my shader for the Cube Map:
uniform extern float4x4 mvp;
uniform extern texture tex0;
struct SkyboxVS
{
float4 pos : POSITION0;
float3 uv0 : TEXCOORD0;
};
sampler SkyBoxTex = sampler_state
{
Texture = <tex0>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};
SkyboxVS VertexSkybox(float3 position : POSITION0, float3 texCoord : TEXCOORD0)
{
SkyboxVS skyVS = (SkyboxVS)0;
skyVS.pos = mul(float4(position, 1.0f), mvp);
skyVS.uv0 = texCoord;
return skyVS;
}
float4 PixelSkybox(float3 texCoord: TEXCOORD0) : COLOR
{
float4 color = texCUBE(SkyBoxTex, texCoord);
return color;
}
technique TransformTech
{
pass P5
{
vertexShader = compile vs_2_0 VertexSkybox();
pixelShader = compile ps_2_0 PixelSkybox();
ZFunc = Always;
StencilEnable = true;
StencilFunc = Always;
StencilPass = Replace;
StencilRef = 0;
}
}
Here's some sample code:
Sky::Sky(const std::string& envmapFilename, float skyRadius)
: mRadius(skyRadius)
{
HR(D3DXCreateSphere(gd3dDevice, skyRadius, 30, 30, &mSphere, 0));
HR(D3DXCreateCubeTextureFromFile(gd3dDevice, envmapFilename.c_str(), &mEnvMap));
ID3DXBuffer* errors = 0;
HR(D3DXCreateEffectFromFile(gd3dDevice, "sky.fx", 0, 0, 0,
0, &mFX, &errors));
if( errors )
MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);
mhTech = mFX->GetTechniqueByName("SkyTech");
mhWVP = mFX->GetParameterByName(0, "gWVP");
mhEnvMap = mFX->GetParameterByName(0, "gEnvMap");
// Set effect parameters that do not vary.
HR(mFX->SetTechnique(mhTech));
HR(mFX->SetTexture(mhEnvMap, mEnvMap));
}
void Sky::draw()
{
// Sky always centered about camera's position.
D3DXMATRIX W;
D3DXVECTOR3 p = gCamera->pos();
D3DXMatrixTranslation(&W, p.x, p.y, p.z);
HR(mFX->SetMatrix(mhWVP, &(W*gCamera->viewProj())));
UINT numPasses = 0;
HR(mFX->Begin(&numPasses, 0));
HR(mFX->BeginPass(0));
HR(mSphere->DrawSubset(0));
HR(mFX->EndPass());
HR(mFX->End());
}
And shader code:
OutputVS EnvMapVS(float3 posL : POSITION0, float3 normalL : NORMAL0, float2 tex0: TEXCOORD0)
{
// Zero out our output.
OutputVS outVS = (OutputVS)0;
// Transform normal to world space.
outVS.normalW = mul(float4(normalL, 0.0f), gWorldInvTrans).xyz;
// Transform vertex position to world space.
float3 posW = mul(float4(posL, 1.0f), gWorld).xyz;
// Compute the unit vector from the vertex to the eye.
outVS.toEyeW = gEyePosW - posW;
// Transform to homogeneous clip space.
outVS.posH = mul(float4(posL, 1.0f), gWVP);
// Pass on texture coordinates to be interpolated in rasterization.
outVS.tex0 = tex0;
// Done--return the output.
return outVS;
}
float4 EnvMapPS(float3 normalW : TEXCOORD0,
float3 toEyeW : TEXCOORD1,
float2 tex0 : TEXCOORD2) : COLOR
{
// Interpolated normals can become unnormal--so normalize.
normalW = normalize(normalW);
toEyeW = normalize(toEyeW);
// Light vector is opposite the direction of the light.
float3 lightVecW = -gLight.dirW;
// Compute the reflection vector.
float3 r = reflect(-lightVecW, normalW);
// Determine how much (if any) specular light makes it into the eye.
float t = pow(max(dot(r, toEyeW), 0.0f), gMtrl.specPower);
// Determine the diffuse light intensity that strikes the vertex.
float s = max(dot(lightVecW, normalW), 0.0f);
// Get the texture color.
float4 texColor = tex2D(TexS, tex0);
// Get the reflected color.
float3 envMapTex = reflect(-toEyeW, normalW);
float3 reflectedColor = texCUBE(EnvMapS, envMapTex);
// Weighted average between the reflected color, and usual
// diffuse/ambient material color modulated with the texture color.
float3 ambientMtrl = gReflectivity*reflectedColor + (1.0f-gReflectivity)*(gMtrl.ambient*texColor);
float3 diffuseMtrl = gReflectivity*reflectedColor + (1.0f-gReflectivity)*(gMtrl.diffuse*texColor);
// Compute the ambient, diffuse and specular terms separately.
float3 spec = t*(gMtrl.spec*gLight.spec).rgb;
float3 diffuse = s*(diffuseMtrl*gLight.diffuse.rgb);
float3 ambient = ambientMtrl*gLight.ambient;
float3 final = ambient + diffuse + spec;
// Output the color and the alpha.
return float4(final, gMtrl.diffuse.a*texColor.a);
}