rendered paste body//-----------------------------------------------------------------------------// SkinnedModel.fx//// Microsoft Game Technology Group// Copyright (C) Microsoft Corporation. All rights reserved.//-----------------------------------------------------------------------------// Maximum number of bone matrices we can render using shader 2.0 in a single pass.// If you change this, update SkinnedModelProcessor.cs to match.#define MaxBones 59// Input parameters.float4x4 World;float4x4 View;float4x4 Projection;float4x4 Bones[MaxBones];float3 Light1Direction = normalize(float3(1, 1, -2));float3 Light1Color = float3(0.9, 0.8, 0.7);float3 Light2Direction = normalize(float3(-1, -1, 1));float3 Light2Color = float3(0.1, 0.3, 0.8);float3 AmbientColor = 0.2;texture Texture;sampler Sampler = sampler_state{ Texture = (Texture); MinFilter = Linear; MagFilter = Linear; MipFilter = Linear;};// Vertex shader input structure.struct VS_INPUT{ float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; float4 BoneIndices : BLENDINDICES0; float4 BoneWeights : BLENDWEIGHT0;};// Vertex shader output structure.struct VS_OUTPUT{ float4 Position : POSITION0; float3 Lighting : COLOR0; float2 TexCoord : TEXCOORD0;};// Vertex shader program.VS_OUTPUT VertexShader(VS_INPUT input){ VS_OUTPUT output; // Blend between the weighted bone matrices. float4x4 skinTransform = 0; skinTransform += Bones[input.BoneIndices.x] * input.BoneWeights.x; skinTransform += Bones[input.BoneIndices.y] * input.BoneWeights.y; skinTransform += Bones[input.BoneIndices.z] * input.BoneWeights.z; skinTransform += Bones[input.BoneIndices.w] * input.BoneWeights.w; // Skin the vertex position. float4 position = mul(input.Position, skinTransform); output.Position = mul(mul(mul(position, View), Projection), World); // Skin the vertex normal, then compute lighting. float3 normal = normalize(mul(input.Normal, skinTransform)); float3 light1 = max(dot(normal, Light1Direction), 0) * Light1Color; float3 light2 = max(dot(normal, Light2Direction), 0) * Light2Color; output.Lighting = light1 + light2 + AmbientColor; output.TexCoord = input.TexCoord; return output;}// Pixel shader input structure.struct PS_INPUT{ float3 Lighting : COLOR0; float2 TexCoord : TEXCOORD0;};// Pixel shader program.float4 PixelShader(PS_INPUT input) : COLOR0{ float4 color = tex2D(Sampler, input.TexCoord); color.rgb *= input.Lighting; return color;}technique SkinnedModelTechnique{ pass SkinnedModelPass { VertexShader = compile vs_2_0 VertexShader(); PixelShader = compile ps_2_0 PixelShader(); }}