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

Revision 1808, 3.7 KB checked in by szirmay, 18 years ago (diff)
Line 
1//
2// Default effect
3// Single texture
4// Copyright (c) 2000 Microsoft Corporation. All rights reserved.
5//
6
7texture Texture0 < string Name = ""; >;
8
9float4 Ambient : Ambient
10<
11    string Object = "Geometry";
12> = float4( 0.4f, 0.4f, 0.4f, 1.0f );
13   
14float4 Diffuse : Diffuse
15<
16    string Object = "Geometry";
17> = float4( 0.6f, 0.6f, 0.6f, 1.0f );   
18
19float4 Specular : Specular
20<
21    string Object = "Geometry";
22> = float4( 1.0f, 1.0f, 1.0f, 1.0f );
23
24float4 Emissive : Emissive
25<
26    string Object = "Geometry";
27> = float4( 0.0f, 0.0f, 0.0f, 1.0f );
28
29float  Power : SpecularPower
30<
31    string Object = "Geometry";
32> = 4;
33
34float4 g_vLightColor : Diffuse
35<
36    string Object = "Light0";
37> = float4( 1.0f, 1.0f, 1.0f, 1.0f );
38
39float4 g_vLightDirection: Direction
40<
41    string Object = "Light0";
42> = float4( 0.5f, 0.75f, 1.0f, 1.0f );   
43
44float4 g_vCameraPosition : Position
45<
46    string Object = "Camera";
47> = float4( 0.0f, 0.0f, 0.0f, 1.0f );
48           
49float4x4 g_mWorld : World;           // World matrix
50//float4x4 g_mView : View;             // View matrix
51//float4x4 g_mProjection : Projection; // Projection matrix
52
53float4x4 g_mWorldViewProjection : WorldViewProjection; // World * View * Projection matrix
54
55
56
57//--------------------------------------------------------------------------------------
58// Texture samplers
59//--------------------------------------------------------------------------------------
60sampler MeshTextureSampler =
61sampler_state
62{
63    Texture = <Texture0>;   
64    MipFilter = LINEAR;
65    MinFilter = LINEAR;
66    MagFilter = LINEAR;
67};
68
69
70//--------------------------------------------------------------------------------------
71// Name: VS
72// Type: Vertex Shader
73// Desc: Projection transform
74//--------------------------------------------------------------------------------------
75void VS( float4 vPosObj: POSITION,
76         float3 vNormalObj: NORMAL,
77         float2 vTexCoordIn: TEXCOORD0,
78         out float4 vPosProj: POSITION,
79         out float4 vColorOut: COLOR0,
80         out float2 vTexCoordOut: TEXCOORD0
81        )
82{
83    // Transform the position into projected space for display and world space for lighting
84    vPosProj = mul( vPosObj, g_mWorldViewProjection );
85    //PosProj = mul( vPosObj, g_mWorld );
86    //vPosProj = mul( vPosProj, g_mView );
87    //vPosProj = mul( vPosProj, g_mProjection );
88   
89   
90    // Transform the normal into world space for lighting
91    float3 vNormalWorld = mul( vNormalObj, (float3x3)g_mWorld );
92   
93    // Compute ambient and diffuse lighting
94    vColorOut = g_vLightColor * Ambient;
95    vColorOut += g_vLightColor * Diffuse * saturate( dot( g_vLightDirection.xyz, vNormalWorld ) );
96   
97    // Pass the texture coordinate
98    vTexCoordOut = vTexCoordIn;
99}
100
101
102
103//--------------------------------------------------------------------------------------
104// Name: PS
105// Type: Pixel Shader
106// Desc: Modulate the texture by the vertex color
107//--------------------------------------------------------------------------------------
108void PS( float4 vColorIn: COLOR0,
109                float2 vTexCoord: TEXCOORD0,
110                out float4 vColorOut: COLOR0 )
111
112    // Sample and modulate the texture
113    //float4 vTexColor = tex2D( MeshTextureSampler, vTexCoord );
114    //vColorOut = vColorIn * vTexColor;
115    vColorOut = vColorIn;
116}
117
118
119//--------------------------------------------------------------------------------------
120// Techniques
121//--------------------------------------------------------------------------------------
122technique T0
123{
124    pass P0
125    {
126        VertexShader = compile vs_1_1 VS();   
127        PixelShader = compile ps_1_1 PS();   
128    }
129}
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