2011-11-23 10:13:38 +00:00
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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//TODO: dummy implementation / placeholder
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2012-03-10 08:36:27 +00:00
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Texture2D<float4> Texture : register(t0);
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sampler Sampler : register(s0);
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2011-12-27 08:19:27 +00:00
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uniform extern float4x4 World;
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uniform extern float4x4 View;
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uniform extern float4x4 Projection;
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2011-11-23 10:13:38 +00:00
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2012-03-10 08:36:27 +00:00
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struct VSInput
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{
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float4 Position : SV_POSITION;
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};
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2011-11-23 10:13:38 +00:00
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2012-03-10 08:36:27 +00:00
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struct VertexColorVSInput
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2011-11-23 10:13:38 +00:00
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{
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2012-03-10 08:36:27 +00:00
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float4 Position : SV_POSITION;
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2011-12-27 08:19:27 +00:00
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float4 Color : COLOR;
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2011-11-23 10:13:38 +00:00
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};
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2012-03-10 08:36:27 +00:00
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struct NormalVSInput
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{
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float4 Position : SV_POSITION;
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float3 Normal : NORMAL;
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};
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struct NormalColorVSInput
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{
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float4 Position : SV_POSITION;
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float3 Normal : NORMAL;
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float4 Color : COLOR;
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};
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struct NormalTexVSInput
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{
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float4 Position : SV_POSITION;
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float3 Normal : NORMAL;
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float2 TexCoord : TEXCOORD0;
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};
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2011-11-23 10:13:38 +00:00
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struct PixelShaderInput
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{
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2011-12-27 08:19:27 +00:00
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float4 Position : SV_POSITION;
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float4 Color : COLOR;
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float2 TexCoord0 : TEXCOORD0;
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2011-11-23 10:13:38 +00:00
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};
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2012-03-10 08:36:27 +00:00
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PixelShaderInput VertexColorVertexShader( VertexColorVSInput input )
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2011-11-23 10:13:38 +00:00
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{
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PixelShaderInput output = (PixelShaderInput)0;
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2011-12-27 08:19:27 +00:00
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float4 worldPosition = mul(input.Position, World);
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float4 viewPosition = mul(worldPosition, View);
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output.Position = mul(viewPosition, Projection);
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output.Color = input.Color;
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output.TexCoord0 = (float2)0;
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2011-11-23 10:13:38 +00:00
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return output;
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}
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2012-03-10 08:36:27 +00:00
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PixelShaderInput NormalTexShader( NormalTexVSInput input)
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{
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PixelShaderInput output = (PixelShaderInput)0;
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float4 worldPosition = mul(input.Position, World);
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float4 viewPosition = mul(worldPosition, View);
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output.Position = mul(viewPosition, Projection);
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output.Color = float4(1,1,1,1);
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output.TexCoord0 = input.TexCoord;
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return output;
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}
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2011-12-27 08:19:27 +00:00
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float4 VertexColorPixelShader( PixelShaderInput input ) : SV_Target
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2011-11-23 10:13:38 +00:00
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{
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2011-12-27 08:19:27 +00:00
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return input.Color;
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2011-11-23 10:13:38 +00:00
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}
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2011-12-27 08:19:27 +00:00
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technique10 VertexColor
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2011-11-23 10:13:38 +00:00
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{
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2011-12-27 08:19:27 +00:00
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pass VertexColorPass
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2011-11-23 10:13:38 +00:00
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{
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SetGeometryShader( 0 );
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2011-12-27 08:19:27 +00:00
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SetVertexShader( CompileShader( vs_4_0, VertexColorVertexShader() ) );
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SetPixelShader( CompileShader( ps_4_0, VertexColorPixelShader() ) );
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2011-11-23 10:13:38 +00:00
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}
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}
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2012-03-10 08:36:27 +00:00
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technique10 NormalTex
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{
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pass NormalTexPass
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{
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SetGeometryShader( 0 );
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SetVertexShader( CompileShader( vs_4_0, NormalTexShader() ) );
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SetPixelShader( CompileShader( ps_4_0, VertexColorPixelShader() ) );
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}
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}
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