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// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
uniform extern float4x4 WorldViewProj;
uniform extern float4 DiffuseColor;
uniform extern float4 AlphaTest;
uniform extern float3 FogColor;
uniform extern float4 FogVector;
Texture2D<float4> Texture : register(t0);
sampler TextureSampler : register(s0);
struct VSInput
{
float4 pos : POSITION;
float2 tex : TEXCOORD0;
};
struct VSOutput
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float2 TexCoord : TEXCOORD0;
float4 PositionPS : SV_Position;
};
struct VSInputVertexColor
{
float4 pos : POSITION;
float2 tex : TEXCOORD0;
float4 col : COLOR;
};
struct VSOutputNoFog
{
float4 Diffuse : COLOR0;
float2 TexCoord : TEXCOORD0;
float4 PositionPS : SV_Position;
};
struct PSInput
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float2 TexCoord : TEXCOORD0;
};
struct PSInputNoFog
{
float4 Diffuse : COLOR0;
float2 TexCoord : TEXCOORD0;
};
VSOutput VSAlphaTest(VSInput input)
{
VSOutput output;
output.PositionPS = mul(input.pos, WorldViewProj);
output.Diffuse = DiffuseColor;
output.Specular = float4(0, 0, 0, saturate(dot(input.pos, FogVector)));
output.TexCoord = input.tex;
return output;
}
VSOutputNoFog VSAlphaTestNoFog(VSInput input)
{
VSOutputNoFog output;
output.PositionPS = mul(input.pos, WorldViewProj);
output.Diffuse = DiffuseColor;
output.TexCoord = input.tex;
return output;
}
VSOutput VSAlphaTestVertexColor(VSInputVertexColor input)
{
VSOutput output;
output.PositionPS = mul(input.pos, WorldViewProj);
output.Diffuse = DiffuseColor * input.col;
output.Specular = float4(0, 0, 0, saturate(dot(input.pos, FogVector)));
output.TexCoord = input.tex;
return output;
}
VSOutputNoFog VSAlphaTestVertexColorNoFog(VSInputVertexColor input)
{
VSOutputNoFog output;
output.PositionPS = mul(input.pos, WorldViewProj);
output.Diffuse = DiffuseColor * input.col;
output.TexCoord = input.tex;
return output;
}
float4 PSAlphaTestLtGt(PSInput input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
clip((color.a < AlphaTest.x) ? AlphaTest.z : AlphaTest.w);
color.rgb = lerp(color.rgb, FogColor * color.a, input.Specular.w);
return color;
}
float4 PSAlphaTestLtGtNoFog(PSInputNoFog input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
clip((color.a < AlphaTest.x) ? AlphaTest.z : AlphaTest.w);
return color;
}
float4 PSAlphaTestEqNe(PSInput input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
clip((abs(color.a - AlphaTest.x) < AlphaTest.y) ? AlphaTest.z : AlphaTest.w);
color.rgb = lerp(color.rgb, FogColor * color.a, input.Specular.w);
return color;
}
float4 PSAlphaTestEqNeNoFog(PSInputNoFog input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
clip((abs(color.a - AlphaTest.x) < AlphaTest.y) ? AlphaTest.z : AlphaTest.w);
return color;
}
technique10 AlphaTestLtGt
{
pass AlphaTestPass
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, VSAlphaTest()));
SetPixelShader(CompileShader(ps_4_0, PSAlphaTestLtGt()));
}
}
technique10 AlphaTestNoFogLtGt
{
pass AlphaTestPass
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, VSAlphaTestNoFog()));
SetPixelShader(CompileShader(ps_4_0, PSAlphaTestLtGtNoFog()));
}
}
technique10 AlphaTestVertexColorLtGt
{
pass AlphaTestPass
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, VSAlphaTestVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSAlphaTestLtGt()));
}
}
technique10 AlphaTestVertexColorNoFogLtGt
{
pass AlphaTestPass
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, VSAlphaTestVertexColorNoFog()));
SetPixelShader(CompileShader(ps_4_0, PSAlphaTestLtGtNoFog()));
}
}
technique10 AlphaTestEqNe
{
pass AlphaTestPass
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, VSAlphaTest()));
SetPixelShader(CompileShader(ps_4_0, PSAlphaTestEqNe()));
}
}
technique10 AlphaTestNoFogEqNe
{
pass AlphaTestPass
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, VSAlphaTestNoFog()));
SetPixelShader(CompileShader(ps_4_0, PSAlphaTestEqNeNoFog()));
}
}
technique10 AlphaTestVertexColorEqNe
{
pass AlphaTestPass
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, VSAlphaTestVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSAlphaTestEqNe()));
}
}
technique10 AlphaTestVertexColorNoFogEqNe
{
pass AlphaTestPass
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, VSAlphaTestVertexColorNoFog()));
SetPixelShader(CompileShader(ps_4_0, PSAlphaTestEqNeNoFog()));
}
}