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