anx.framework/shader/Metro/DualTexture.fx

163 lines
4.2 KiB
HLSL
Raw Permalink Normal View History

// 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 float4 DiffuseColor;
uniform extern float3 FogColor;
uniform extern float4 FogVector;
uniform extern float4x4 WorldViewProj;
Texture2D<float4> Texture : register(t0);
sampler TextureSampler : register(s0);
Texture2D<float4> Texture2 : register(t1);
sampler Texture2Sampler : register(s1);
struct VSInput
{
float4 pos : POSITION;
float2 tex : TEXCOORD0;
float2 tex2 : TEXCOORD1;
};
struct VSInputVertexColor
{
float4 pos : POSITION;
float2 tex : TEXCOORD0;
float2 tex2 : TEXCOORD1;
float4 col : COLOR;
};
struct VSOutput
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float2 TexCoord : TEXCOORD0;
float2 TexCoord2 : TEXCOORD1;
float4 PositionPS : SV_POSITION;
};
struct VSOutputNoFog
{
float4 Diffuse : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 TexCoord2 : TEXCOORD1;
float4 PositionPS : SV_Position;
};
struct PSInput
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float2 TexCoord : TEXCOORD0;
float2 TexCoord2 : TEXCOORD1;
};
struct PSInputNoFog
{
float4 Diffuse : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 TexCoord2 : TEXCOORD1;
};
VSOutput VSDualTexture(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;
output.TexCoord2 = input.tex2;
return output;
}
VSOutputNoFog VSDualTextureNoFog(VSInput input)
{
VSOutputNoFog output;
output.PositionPS = mul(input.pos, WorldViewProj);
output.Diffuse = DiffuseColor;
output.TexCoord = input.tex;
output.TexCoord2 = input.tex2;
return output;
}
VSOutput VSDualTextureVertexColor(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;
output.TexCoord2 = input.tex2;
return output;
}
VSOutputNoFog VSDualTextureVertexColorNoFog(VSInputVertexColor input)
{
VSOutputNoFog output;
output.PositionPS = mul(input.pos, WorldViewProj);
output.Diffuse = DiffuseColor * input.col;
output.TexCoord = input.tex;
output.TexCoord2 = input.tex2;
return output;
}
float4 PSDualTexture(PSInput input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord);
float4 overlay = Texture2.Sample(Texture2Sampler, input.TexCoord2);
color.rgb *= 2;
color *= overlay * input.Diffuse;
color.rgb = lerp(color.rgb, FogColor * color.a, input.Specular.w);
return color;
}
float4 PSDualTextureNoFog(PSInputNoFog input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord);
float4 overlay = Texture2.Sample(Texture2Sampler, input.TexCoord2);
color.rgb *= 2;
color *= overlay * input.Diffuse;
return color;
}
technique10 DualTextureEffect
{
pass DualTexturePass
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, VSDualTexture()));
SetPixelShader(CompileShader(ps_4_0, PSDualTexture()));
}
}
technique10 DualTextureEffectVertexColor
{
pass DualTexturePassVertexColor
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, VSDualTextureVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSDualTexture()));
}
}
technique10 DualTextureEffectNoFog
{
pass DualTexturePassNoFog
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, VSDualTextureNoFog()));
SetPixelShader(CompileShader(ps_4_0, PSDualTextureNoFog()));
}
}
technique10 DualTextureEffectNoFogVertexColor
{
pass DualTexturePassVertexColorNoFog
{
SetGeometryShader(0);
SetVertexShader(CompileShader(vs_4_0, VSDualTextureVertexColorNoFog()));
SetPixelShader(CompileShader(ps_4_0, PSDualTextureNoFog()));
}
}