[1488] | 1 | //
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| 2 | // Default effect
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| 3 | // Single texture
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| 4 | // Copyright (c) 2000 Microsoft Corporation. All rights reserved.
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| 5 | //
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| 6 |
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| 7 | texture Texture0 < string Name = ""; >;
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| 8 |
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| 9 | float4 Ambient : Ambient
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| 10 | <
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| 11 | string Object = "Geometry";
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| 12 | > = float4( 0.4f, 0.4f, 0.4f, 1.0f );
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| 13 |
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| 14 | float4 Diffuse : Diffuse
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| 15 | <
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| 16 | string Object = "Geometry";
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| 17 | > = float4( 0.6f, 0.6f, 0.6f, 1.0f );
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| 18 |
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| 19 | float4 Specular : Specular
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| 20 | <
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| 21 | string Object = "Geometry";
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| 22 | > = float4( 1.0f, 1.0f, 1.0f, 1.0f );
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| 23 |
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| 24 | float4 Emissive : Emissive
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| 25 | <
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| 26 | string Object = "Geometry";
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| 27 | > = float4( 0.0f, 0.0f, 0.0f, 1.0f );
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| 28 |
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| 29 | float Power : SpecularPower
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| 30 | <
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| 31 | string Object = "Geometry";
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| 32 | > = 4;
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| 33 |
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| 34 | float4 g_vLightColor : Diffuse
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| 35 | <
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| 36 | string Object = "Light0";
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| 37 | > = float4( 1.0f, 1.0f, 1.0f, 1.0f );
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| 38 |
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| 39 | float4 g_vLightDirection: Direction
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| 40 | <
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| 41 | string Object = "Light0";
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| 42 | > = float4( 0.5f, 0.75f, 1.0f, 1.0f );
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| 43 |
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| 44 | float4 g_vCameraPosition : Position
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| 45 | <
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| 46 | string Object = "Camera";
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| 47 | > = float4( 0.0f, 0.0f, 0.0f, 1.0f );
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| 48 |
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| 49 | float4x4 g_mWorld : World; // World matrix
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| 50 | //float4x4 g_mView : View; // View matrix
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| 51 | //float4x4 g_mProjection : Projection; // Projection matrix
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| 52 |
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| 53 | float4x4 g_mWorldViewProjection : WorldViewProjection; // World * View * Projection matrix
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| 54 |
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| 55 |
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| 56 |
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| 57 | //--------------------------------------------------------------------------------------
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| 58 | // Texture samplers
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| 59 | //--------------------------------------------------------------------------------------
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| 60 | sampler MeshTextureSampler =
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| 61 | sampler_state
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| 62 | {
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| 63 | Texture = <Texture0>;
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| 64 | MipFilter = LINEAR;
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| 65 | MinFilter = LINEAR;
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| 66 | MagFilter = LINEAR;
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| 67 | };
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| 68 |
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| 69 |
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| 70 | //--------------------------------------------------------------------------------------
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| 71 | // Name: VS
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| 72 | // Type: Vertex Shader
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| 73 | // Desc: Projection transform
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| 74 | //--------------------------------------------------------------------------------------
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| 75 | void VS( float4 vPosObj: POSITION,
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| 76 | float3 vNormalObj: NORMAL,
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| 77 | float2 vTexCoordIn: TEXCOORD0,
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| 78 | out float4 vPosProj: POSITION,
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| 79 | out float4 vColorOut: COLOR0,
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| 80 | out float2 vTexCoordOut: TEXCOORD0
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| 81 | )
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| 82 | {
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| 83 | // Transform the position into projected space for display and world space for lighting
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| 84 | vPosProj = mul( vPosObj, g_mWorldViewProjection );
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| 85 | //PosProj = mul( vPosObj, g_mWorld );
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| 86 | //vPosProj = mul( vPosProj, g_mView );
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| 87 | //vPosProj = mul( vPosProj, g_mProjection );
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| 88 |
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| 89 |
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| 90 | // Transform the normal into world space for lighting
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| 91 | float3 vNormalWorld = mul( vNormalObj, (float3x3)g_mWorld );
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| 92 |
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| 93 | // Compute ambient and diffuse lighting
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| 94 | vColorOut = g_vLightColor * Ambient;
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| 95 | vColorOut += g_vLightColor * Diffuse * saturate( dot( g_vLightDirection.xyz, vNormalWorld ) );
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| 96 |
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| 97 | // Pass the texture coordinate
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| 98 | vTexCoordOut = vTexCoordIn;
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| 99 | }
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| 100 |
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| 101 |
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| 102 |
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| 103 | //--------------------------------------------------------------------------------------
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| 104 | // Name: PS
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| 105 | // Type: Pixel Shader
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| 106 | // Desc: Modulate the texture by the vertex color
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| 107 | //--------------------------------------------------------------------------------------
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| 108 | void PS( float4 vColorIn: COLOR0,
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| 109 | float2 vTexCoord: TEXCOORD0,
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| 110 | out float4 vColorOut: COLOR0 )
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| 111 | {
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| 112 | // Sample and modulate the texture
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| 113 | //float4 vTexColor = tex2D( MeshTextureSampler, vTexCoord );
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| 114 | //vColorOut = vColorIn * vTexColor;
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| 115 | vColorOut = vColorIn;
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| 116 | }
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| 117 |
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| 118 |
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| 119 | //--------------------------------------------------------------------------------------
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| 120 | // Techniques
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| 121 | //--------------------------------------------------------------------------------------
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| 122 | technique T0
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| 123 | {
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| 124 | pass P0
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| 125 | {
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| 126 | VertexShader = compile vs_1_1 VS();
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| 127 | PixelShader = compile ps_1_1 PS();
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| 128 | }
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| 129 | }
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