source: GTP/trunk/App/Demos/Illum/StochasticIteration/Media/UI/DXUTShared.fx @ 1808

Revision 1808, 2.5 KB checked in by szirmay, 18 years ago (diff)
Line 
1//--------------------------------------------------------------------------------------
2// File: DXUTShared.fx
3//
4//
5//
6// Copyright (c) Microsoft Corporation. All rights reserved.
7//--------------------------------------------------------------------------------------
8
9
10//--------------------------------------------------------------------------------------
11// Global variables
12//--------------------------------------------------------------------------------------
13float4 g_MaterialDiffuseColor;      // Material's diffuse color
14float3 g_LightDir;                  // Light's direction in world space
15float4x4 g_mWorld;                  // World matrix for object
16float4x4 g_mWorldViewProjection;    // World * View * Projection matrix
17
18
19
20//--------------------------------------------------------------------------------------
21// Vertex shader output structure
22//--------------------------------------------------------------------------------------
23struct VS_OUTPUT
24{
25    float4 Position   : POSITION;   // vertex position
26    float4 Diffuse    : COLOR0;     // vertex diffuse color
27};
28
29
30//--------------------------------------------------------------------------------------
31// This shader computes standard transform and lighting
32//--------------------------------------------------------------------------------------
33VS_OUTPUT RenderWith1LightNoTextureVS( float4 vPos : POSITION,
34                                       float3 vNormal : NORMAL )
35{
36    VS_OUTPUT Output;
37 
38    // Transform the position from object space to homogeneous projection space
39    Output.Position = mul(vPos, g_mWorldViewProjection);
40   
41    // Transform the normal from object space to world space   
42    float3 vNormalWorldSpace;
43    vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space)
44   
45    // Compute simple directional lighting equation
46    Output.Diffuse.rgb = g_MaterialDiffuseColor * max(0,dot(vNormalWorldSpace, g_LightDir));   
47    Output.Diffuse.a = 1.0f;
48   
49    return Output;   
50}
51
52
53//--------------------------------------------------------------------------------------
54float4 RenderWith1LightNoTexturePS( float4 Diffuse : COLOR0 ) : COLOR0
55{
56    return Diffuse;
57}
58
59
60//--------------------------------------------------------------------------------------
61technique RenderWith1LightNoTexture
62{
63    pass P0
64    {         
65        VertexShader = compile vs_1_1 RenderWith1LightNoTextureVS();
66        PixelShader  = compile ps_1_1 RenderWith1LightNoTexturePS();
67    }
68}
69
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