158 lines
3.3 KiB
HLSL
158 lines
3.3 KiB
HLSL
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//-----------------------------------------------------------------------------
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// DualTextureEffect.fx
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//
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// Microsoft XNA Community Game Platform
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// Copyright (C) Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#include "Macros.fxh"
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DECLARE_TEXTURE(Texture, 0);
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DECLARE_TEXTURE(Texture2, 1);
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BEGIN_CONSTANTS
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float4 DiffuseColor _vs(c0) _cb(c0);
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float3 FogColor _ps(c0) _cb(c1);
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float4 FogVector _vs(c5) _cb(c2);
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MATRIX_CONSTANTS
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float4x4 WorldViewProj _vs(c1) _cb(c0);
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END_CONSTANTS
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#include "Structures.fxh"
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#include "Common.fxh"
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// Vertex shader: basic.
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VSOutputTx2 VSDualTexture(VSInputTx2 vin)
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{
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VSOutputTx2 vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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vout.TexCoord2 = vin.TexCoord2;
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return vout;
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}
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// Vertex shader: no fog.
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VSOutputTx2NoFog VSDualTextureNoFog(VSInputTx2 vin)
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{
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VSOutputTx2NoFog vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParamsNoFog;
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vout.TexCoord = vin.TexCoord;
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vout.TexCoord2 = vin.TexCoord2;
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return vout;
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}
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// Vertex shader: vertex color.
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VSOutputTx2 VSDualTextureVc(VSInputTx2Vc vin)
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{
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VSOutputTx2 vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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vout.TexCoord2 = vin.TexCoord2;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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// Vertex shader: vertex color, no fog.
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VSOutputTx2NoFog VSDualTextureVcNoFog(VSInputTx2Vc vin)
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{
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VSOutputTx2NoFog vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParamsNoFog;
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vout.TexCoord = vin.TexCoord;
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vout.TexCoord2 = vin.TexCoord2;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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// Pixel shader: basic.
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float4 PSDualTexture(PSInputTx2 pin) : SV_Target0
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{
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float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord);
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float4 overlay = SAMPLE_TEXTURE(Texture2, pin.TexCoord2);
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color.rgb *= 2;
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color *= overlay * pin.Diffuse;
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ApplyFog(color, pin.Specular.w);
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return color;
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}
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// Pixel shader: no fog.
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float4 PSDualTextureNoFog(PSInputTx2NoFog pin) : SV_Target0
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{
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float4 color = SAMPLE_TEXTURE(Texture, pin.TexCoord);
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float4 overlay = SAMPLE_TEXTURE(Texture2, pin.TexCoord2);
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color.rgb *= 2;
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color *= overlay * pin.Diffuse;
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return color;
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}
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VertexShader VSArray[4] =
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{
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compile vs_2_0 VSDualTexture(),
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compile vs_2_0 VSDualTextureNoFog(),
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compile vs_2_0 VSDualTextureVc(),
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compile vs_2_0 VSDualTextureVcNoFog(),
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};
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PixelShader PSArray[2] =
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{
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compile ps_2_0 PSDualTexture(),
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compile ps_2_0 PSDualTextureNoFog(),
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};
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int PSIndices[4] =
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{
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0, // basic
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1, // no fog
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0, // vertex color
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1, // vertex color, no fog
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};
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int ShaderIndex = 0;
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Technique DualTextureEffect
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{
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Pass
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{
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VertexShader = (VSArray[ShaderIndex]);
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PixelShader = (PSArray[PSIndices[ShaderIndex]]);
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}
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}
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