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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