1 | float4x4 World; ///< World matrix for the current object
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2 | float4x4 WorldIT; ///< World matrix IT (inverse transposed) to transform surface normals of the current object
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3 | float4x4 WorldView;
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4 | float4x4 WorldViewIT;
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5 | float4x4 WorldViewProj;
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6 | float3 referencePos;
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7 | float3 eyePos;
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8 | float3 F0; // Freshnel factor
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9 | float N0; // Refraction coefficient
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10 |
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11 | texture colorMap;
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12 | sampler colorSampler = sampler_state
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13 | {
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14 | MinFilter = LINEAR;
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15 | MagFilter = LINEAR;
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16 | MipFilter = POINT;
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17 | Texture = <colorMap>;
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18 | AddressU = WRAP;
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19 | AddressV = WRAP;
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20 | };
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21 |
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22 | texture envCube;
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23 | sampler envCubeSampler = sampler_state
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24 | {
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25 | MinFilter = LINEAR;
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26 | MagFilter = LINEAR;
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27 | MipFilter = POINT;
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28 | Texture = <envCube>;
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29 | AddressU = WRAP;
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30 | AddressV = WRAP;
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31 | };
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32 |
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33 | //-------------------------------------------------------------------------
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34 | // Technique: Simple textured object
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35 | //-------------------------------------------------------------------------
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36 | struct Textured_VS_OUT
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37 | {
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38 | float4 hPosition :POSITION0;
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39 | float2 texCoord :TEXCOORD0;
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40 | };
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41 |
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42 | Textured_VS_OUT texturedVS(float4 position : POSITION0,
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43 | float2 texCoord : TEXCOORD0)
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44 | {
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45 | Textured_VS_OUT OUT;
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46 | OUT.hPosition = mul(position, WorldViewProj);
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47 | OUT.texCoord = texCoord;
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48 | return OUT;
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49 | }
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50 |
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51 | float4 texturedPS(Textured_VS_OUT IN) : COLOR0
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52 | {
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53 | return tex2D(colorSampler, IN.texCoord);
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54 | }
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55 |
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56 | technique Textured
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57 | {
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58 | pass p0
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59 | {
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60 | VertexShader = compile vs_2_0 texturedVS();
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61 | PixelShader = compile ps_2_0 texturedPS();
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62 | }
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63 | }
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64 |
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65 | //-------------------------------------------------------------------------
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66 | // Technique: Classical environment mapping
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67 | //-------------------------------------------------------------------------
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68 | struct EnvMapped_VS_OUT
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69 | {
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70 | float4 hPosition : POSITION0;
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71 | float2 texCoord : TEXCOORD0;
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72 | float3 wNormal : TEXCOORD1; //world normal
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73 | float3 cmPos : TEXCOORD2; //cubemap position
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74 | float3 V : TEXCOORD3; //view direction in world space
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75 | };
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76 |
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77 | EnvMapped_VS_OUT EnvMappedVS(float4 position : POSITION0,
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78 | float2 texCoord : TEXCOORD0,
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79 | float3 normal : NORMAL)
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80 | {
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81 | EnvMapped_VS_OUT OUT;
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82 | OUT.hPosition = mul(position, WorldViewProj);
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83 | OUT.wNormal = mul(normal, WorldIT);
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84 | OUT.cmPos = mul(position, World).xyz;
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85 | OUT.V = OUT.cmPos - eyePos;
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86 | OUT.cmPos -= referencePos;
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87 | OUT.texCoord = texCoord;
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88 | return OUT;
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89 | }
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90 |
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91 | float4 EnvMappedPS(EnvMapped_VS_OUT IN) : COLOR0
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92 | {
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93 | float3 N = normalize(IN.wNormal);
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94 | float3 V = normalize(IN.V);
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95 | float3 R;
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96 | float3 I = 1;
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97 |
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98 | float3 F = F0 + pow(1-dot(N, -V), 5) * (1 - F0);
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99 | if (N0 <= 0) // reflective material
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100 | {
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101 | R = reflect(V, N);
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102 | I *= F; // Fresnel reflection
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103 | }
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104 | else //refractive material
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105 | {
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106 | R = refract(V, N, N0);
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107 | if (dot(R, R) == 0) // no refraction direction exits
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108 | R = reflect(V, N); // total reflection
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109 | else
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110 | I *= (1 - F); // Fresnel refraction
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111 | }
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112 | return texCUBE(envCubeSampler, R) * float4(I,1);
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113 | }
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114 |
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115 | technique EnvMapped
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116 | {
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117 | pass p0
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118 | {
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119 | VertexShader = compile vs_2_0 EnvMappedVS();
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120 | PixelShader = compile ps_2_0 EnvMappedPS();
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121 | }
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122 | }
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123 |
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124 | //-------------------------------------------------------------------------
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125 | // Technique: write color and distance from camera
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126 | //-------------------------------------------------------------------------
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127 |
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128 | struct ColorDist_VS_OUT
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129 | {
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130 | float4 hPosition : POSITION0;
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131 | float2 texCoord : TEXCOORD0;
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132 | float3 cPos : TEXCOORD1; //view space position
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133 | };
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134 |
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135 | ColorDist_VS_OUT ColorDistVS(float4 position : POSITION0,
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136 | float2 texCoord : TEXCOORD0)
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137 | {
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138 | ColorDist_VS_OUT OUT;
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139 | OUT.hPosition = mul(position, WorldViewProj);
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140 | OUT.cPos = mul(position, WorldView).xyz;
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141 | OUT.texCoord = texCoord;
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142 | return OUT;
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143 | }
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144 |
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145 | float4 ColorDistPS(ColorDist_VS_OUT IN) : COLOR0
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146 | {
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147 | float4 color = tex2D(colorSampler, IN.texCoord);
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148 | color.a = length(IN.cPos);
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149 | return color;
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150 | }
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151 |
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152 | technique ColorDistance
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153 | {
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154 | pass p0
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155 | {
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156 | VertexShader = compile vs_2_0 ColorDistVS();
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157 | PixelShader = compile ps_2_0 ColorDistPS();
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158 | }
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159 | }
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160 |
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161 | //-------------------------------------------------------------------------
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162 | // Technique: write normal and distance from camera
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163 | //-------------------------------------------------------------------------
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164 |
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165 | struct NormalDist_VS_OUT
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166 | {
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167 | float4 hPosition : POSITION0;
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168 | float2 texCoord : TEXCOORD0;
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169 | float3 wNormal : TEXCOORD1; //world normal position
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170 | float3 cPos : TEXCOORD2; //view space position
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171 | };
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172 |
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173 | NormalDist_VS_OUT NormalDistVS(float4 position : POSITION0,
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174 | float2 texCoord : TEXCOORD0,
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175 | float3 normal : NORMAL)
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176 | {
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177 | NormalDist_VS_OUT OUT;
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178 | OUT.hPosition = mul(position, WorldViewProj);
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179 | OUT.wNormal = mul(normal, WorldIT).xyz;
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180 | OUT.cPos = mul(position, WorldView).xyz;
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181 | OUT.texCoord = texCoord;
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182 | return OUT;
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183 | }
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184 |
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185 | float4 NormalDistPS(NormalDist_VS_OUT IN) : COLOR0
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186 | {
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187 | float4 color;
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188 | color.rgb = normalize(IN.wNormal);
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189 | color.a = length(IN.cPos);
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190 | return color;
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191 | }
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192 |
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193 | technique NormalDistance
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194 | {
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195 | pass p0
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196 | {
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197 | VertexShader = compile vs_2_0 NormalDistVS();
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198 | PixelShader = compile ps_2_0 NormalDistPS();
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199 | }
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200 | } |
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