rendered paste body//--------------------------------------------------------------------------------------// File: Tutorial14.fx//// Copyright (c) Microsoft Corporation. All rights reserved.//--------------------------------------------------------------------------------------//--------------------------------------------------------------------------------------// Constant Buffer Variables//--------------------------------------------------------------------------------------Texture2D g_txDiffuse;SamplerState samLinear{ Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap;};cbuffer cbConstant{ float3 vLightDir = float3(-0.577,0.577,-0.577);};cbuffer cbChangesEveryFrame{ matrix World; matrix View; matrix Projection;};struct VS_INPUT{ float3 Pos : POSITION; //position float3 Norm : NORMAL; //normal float2 Tex : TEXCOORD0; //texture coordinate};struct PS_INPUT{ float4 Pos : SV_POSITION; float3 Norm : TEXCOORD0; float2 Tex : TEXCOORD1;};struct QUADVS_INPUT{ float4 Pos : POSITION; float2 Tex : TEXCOORD0;};struct QUADVS_OUTPUT{ float4 Pos : SV_POSITION; // Transformed position float2 Tex : TEXCOORD0;};//--------------------------------------------------------------------------------------// Blending States//--------------------------------------------------------------------------------------BlendState NoBlending{ BlendEnable[0] = FALSE;};BlendState SrcAlphaBlendingAdd{ BlendEnable[0] = TRUE; SrcBlend = SRC_ALPHA; DestBlend = ONE; BlendOp = ADD; SrcBlendAlpha = ZERO; DestBlendAlpha = ZERO; BlendOpAlpha = ADD; RenderTargetWriteMask[0] = 0x0F;};BlendState SrcAlphaBlendingSub{ BlendEnable[0] = TRUE; SrcBlend = SRC_ALPHA; DestBlend = ONE; BlendOp = SUBTRACT; SrcBlendAlpha = ZERO; DestBlendAlpha = ZERO; BlendOpAlpha = ADD; RenderTargetWriteMask[0] = 0x0F;};BlendState SrcColorBlendingAdd{ BlendEnable[0] = TRUE; SrcBlend = SRC_COLOR; DestBlend = ONE; BlendOp = ADD; SrcBlendAlpha = ZERO; DestBlendAlpha = ZERO; BlendOpAlpha = ADD; RenderTargetWriteMask[0] = 0x0F;};BlendState SrcColorBlendingSub{ BlendEnable[0] = TRUE; SrcBlend = SRC_COLOR; DestBlend = ONE; BlendOp = SUBTRACT; SrcBlendAlpha = ZERO; DestBlendAlpha = ZERO; BlendOpAlpha = ADD; RenderTargetWriteMask[0] = 0x0F;};//--------------------------------------------------------------------------------------// Depth/Stencil States//--------------------------------------------------------------------------------------DepthStencilState RenderWithStencilState{ DepthEnable = false; DepthWriteMask = ZERO; DepthFunc = Less; // Setup stencil states StencilEnable = true; StencilReadMask = 0xFF; StencilWriteMask = 0x00; FrontFaceStencilFunc = Not_Equal; FrontFaceStencilPass = Keep; FrontFaceStencilFail = Zero; BackFaceStencilFunc = Not_Equal; BackFaceStencilPass = Keep; BackFaceStencilFail = Zero;};//--------------------------------------------------------------------------------------// Scene Vertex Shader//--------------------------------------------------------------------------------------PS_INPUT VS( VS_INPUT input ){ PS_INPUT output = (PS_INPUT)0; output.Pos = mul( float4(input.Pos,1), World ); output.Pos = mul( output.Pos, View ); output.Pos = mul( output.Pos, Projection ); output.Norm = mul( input.Norm, World ); output.Tex = input.Tex; return output;}//-----------------------------------------------------------------------------// Quad Vertex Shaders//-----------------------------------------------------------------------------QUADVS_OUTPUT QuadVS( QUADVS_INPUT Input ){ QUADVS_OUTPUT Output; Output.Pos = mul( Input.Pos, World ); Output.Pos = mul( Output.Pos, View ); Output.Pos = mul( Output.Pos, Projection ); Output.Tex = Input.Tex; return Output;}QUADVS_OUTPUT ScreenQuadVS( QUADVS_INPUT Input ){ QUADVS_OUTPUT Output; Output.Pos = Input.Pos; Output.Tex = Input.Tex; return Output;}//--------------------------------------------------------------------------------------// Pixel Shader//--------------------------------------------------------------------------------------float4 PS( PS_INPUT input) : SV_Target{ // Calculate lighting assuming light color is <1,1,1,1> float fLighting = saturate( dot( input.Norm, vLightDir ) ); float4 outputColor = g_txDiffuse.Sample( samLinear, input.Tex ) * fLighting; outputColor.a = 1; return outputColor;}//--------------------------------------------------------------------------------------// Quad Pixel Shader//--------------------------------------------------------------------------------------float4 QuadPS( QUADVS_OUTPUT input) : SV_Target{ return g_txDiffuse.Sample( samLinear, input.Tex );}//--------------------------------------------------------------------------------------// Scene Techniques//--------------------------------------------------------------------------------------technique10 RenderScene{ pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, PS() ) ); SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); }}//--------------------------------------------------------------------------------------// RenderWithStencil - set the depth stencil state inside of the technique//--------------------------------------------------------------------------------------technique10 RenderWithStencil{ pass P0 { SetVertexShader( CompileShader( vs_4_0, ScreenQuadVS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, QuadPS() ) ); SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); SetDepthStencilState( RenderWithStencilState, 0 ); }}//--------------------------------------------------------------------------------------// Quad Techniques: Alpha blending state is set inside the technique//--------------------------------------------------------------------------------------technique10 RenderQuadSolid{ pass P0 { SetVertexShader( CompileShader( vs_4_0, QuadVS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, QuadPS() ) ); SetBlendState( NoBlending, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); }}//--------------------------------------------------------------------------------------technique10 RenderQuadSrcAlphaAdd{ pass P0 { SetVertexShader( CompileShader( vs_4_0, QuadVS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, QuadPS() ) ); SetBlendState( SrcAlphaBlendingAdd, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); }}//--------------------------------------------------------------------------------------technique10 RenderQuadSrcAlphaSub{ pass P0 { SetVertexShader( CompileShader( vs_4_0, QuadVS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, QuadPS() ) ); SetBlendState( SrcAlphaBlendingSub, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); }}//--------------------------------------------------------------------------------------technique10 RenderQuadSrcColorAdd{ pass P0 { SetVertexShader( CompileShader( vs_4_0, QuadVS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, QuadPS() ) ); SetBlendState( SrcColorBlendingAdd, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); }}//--------------------------------------------------------------------------------------technique10 RenderQuadSrcColorSub{ pass P0 { SetVertexShader( CompileShader( vs_4_0, QuadVS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, QuadPS() ) ); SetBlendState( SrcColorBlendingSub, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); }}