All pastes #381995 Raw Edit

Cody Brocious

public c v1 · immutable
·published 2007-03-05 06:21 UTC
rendered paste body
//--------------------------------------------------------------------------------------// File: BasicHLSL.fx//// The effect file for the BasicHLSL sample.  // // Copyright (c) Microsoft Corporation. All rights reserved.//--------------------------------------------------------------------------------------//--------------------------------------------------------------------------------------// Global variables//--------------------------------------------------------------------------------------float4 g_MaterialAmbientColor;      // Material's ambient colorfloat4 g_MaterialDiffuseColor;      // Material's diffuse colorint g_nNumLights;float3 g_LightDir[3];               // Light's direction in world spacefloat4 g_LightDiffuse[3];           // Light's diffuse colorfloat4 g_LightAmbient;              // Light's ambient colortexture g_MeshTexture;              // Color texture for meshfloat    g_fTime;                   // App's time in secondsfloat4x4 g_mWorld;                  // World matrix for objectfloat4x4 g_mWorldViewProjection;    // World * View * Projection matrix//--------------------------------------------------------------------------------------// Texture samplers//--------------------------------------------------------------------------------------sampler MeshTextureSampler = sampler_state{    Texture = <g_MeshTexture>;    MipFilter = LINEAR;    MinFilter = LINEAR;    MagFilter = LINEAR;};//--------------------------------------------------------------------------------------// Vertex shader output structure//--------------------------------------------------------------------------------------struct VS_OUTPUT{    float4 Position   : POSITION;   // vertex position     float4 Diffuse    : COLOR0;     // vertex diffuse color (note that COLOR0 is clamped from 0..1)    float2 TextureUV  : TEXCOORD0;  // vertex texture coords };//--------------------------------------------------------------------------------------// This shader computes standard transform and lighting//--------------------------------------------------------------------------------------VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,                          float3 vNormal : NORMAL,                         float2 vTexCoord0 : TEXCOORD0,                         uniform int nNumLights,                         uniform bool bTexture,                         uniform bool bAnimate ){    VS_OUTPUT Output;    float3 vNormalWorldSpace;      float4 vAnimatedPos = vPos;        // Animation the vertex based on time and the vertex's object space position    if( bAnimate )		vAnimatedPos += float4(vNormal, 0) * (sin(g_fTime+5.5)+0.5)*5;        // Transform the position from object space to homogeneous projection space    Output.Position = mul(vAnimatedPos, g_mWorldViewProjection);        // Transform the normal from object space to world space        vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)        // Compute simple directional lighting equation    float3 vTotalLightDiffuse = float3(0,0,0);    for(int i=0; i<nNumLights; i++ )        vTotalLightDiffuse += g_LightDiffuse[i] * max(0,dot(vNormalWorldSpace, g_LightDir[i]));            Output.Diffuse.rgb = g_MaterialDiffuseColor * vTotalLightDiffuse +                          g_MaterialAmbientColor * g_LightAmbient;       Output.Diffuse.a = 1.0f;         // Just copy the texture coordinate through    if( bTexture )         Output.TextureUV = vTexCoord0;     else        Output.TextureUV = 0;         return Output;    }//--------------------------------------------------------------------------------------// Pixel shader output structure//--------------------------------------------------------------------------------------struct PS_OUTPUT{    float4 RGBColor : COLOR0;  // Pixel color    };//--------------------------------------------------------------------------------------// This shader outputs the pixel's color by modulating the texture's//       color with diffuse material color//--------------------------------------------------------------------------------------PS_OUTPUT RenderScenePS( VS_OUTPUT In,                         uniform bool bTexture ) {     PS_OUTPUT Output;    // Lookup mesh texture and modulate it with diffuse    if( bTexture )        Output.RGBColor = tex2D(MeshTextureSampler, In.TextureUV) * In.Diffuse;    else        Output.RGBColor = In.Diffuse;    return Output;}//--------------------------------------------------------------------------------------// Renders scene to render target//--------------------------------------------------------------------------------------technique RenderSceneWithTexture1Light{    pass P0    {                  VertexShader = compile vs_2_0 RenderSceneVS( 1, true, true );        PixelShader  = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)    }}technique RenderSceneWithTexture2Light{    pass P0    {                  VertexShader = compile vs_2_0 RenderSceneVS( 2, true, true );        PixelShader  = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)    }}technique RenderSceneWithTexture3Light{    pass P0    {                  VertexShader = compile vs_2_0 RenderSceneVS( 3, true, true );        PixelShader  = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired)    }}technique RenderSceneNoTexture{    pass P0    {                  VertexShader = compile vs_2_0 RenderSceneVS( 1, false, false );        PixelShader  = compile ps_2_0 RenderScenePS( false ); // trivial pixel shader (could use FF instead if desired)    }}