fixed issue #453 (bad exception for unimplemented BasicEffect)
completed GetShaderByteCode in DX10 and GL3 RenderSystems added dummy effect files for all shader types
This commit is contained in:
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@ -41,13 +41,23 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Stock Shaders", "Stock Shad
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EndProject
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "DX10", "DX10", "{CCB4679D-11AF-4EC6-AAA4-36619FCE70FA}"
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ProjectSection(SolutionItems) = preProject
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shader\DX10\AlphaTest.fx = shader\DX10\AlphaTest.fx
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shader\DX10\BasicEffect.fx = shader\DX10\BasicEffect.fx
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shader\DX10\build.xml = shader\DX10\build.xml
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shader\DX10\DualTexture.fx = shader\DX10\DualTexture.fx
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shader\DX10\EnvironmentMap.fx = shader\DX10\EnvironmentMap.fx
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shader\DX10\Skinned.fx = shader\DX10\Skinned.fx
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shader\DX10\SpriteBatch.fx = shader\DX10\SpriteBatch.fx
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EndProjectSection
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EndProject
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Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "GL3", "GL3", "{E4FFD875-95FC-48F2-8B6D-8483D0B71666}"
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ProjectSection(SolutionItems) = preProject
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shader\GL3\AlphaTest.fx = shader\GL3\AlphaTest.fx
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shader\GL3\BasicEffect.fx = shader\GL3\BasicEffect.fx
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shader\GL3\build.xml = shader\GL3\build.xml
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shader\GL3\DualTexture.fx = shader\GL3\DualTexture.fx
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shader\GL3\EnvironmentMap.fx = shader\GL3\EnvironmentMap.fx
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shader\GL3\Skinned.fx = shader\GL3\Skinned.fx
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shader\GL3\SpriteBatch_GLSL.fx = shader\GL3\SpriteBatch_GLSL.fx
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EndProjectSection
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EndProject
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@ -3,6 +3,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using ANX.Framework.NonXNA;
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#endregion // Using Statements
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@ -57,16 +58,14 @@ namespace ANX.Framework.Graphics
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{
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public class AlphaTestEffect : Effect, IEffectMatrices, IEffectFog, IGraphicsResource
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{
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private static byte[] EFFECT_CODE;
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public AlphaTestEffect(GraphicsDevice device)
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: base(device, EFFECT_CODE)
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: base(device, AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().GetShaderByteCode(NonXNA.PreDefinedShader.AlphaTestEffect))
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{
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throw new NotImplementedException();
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}
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protected AlphaTestEffect(AlphaTestEffect cloneSource)
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: base(cloneSource.GraphicsDevice, EFFECT_CODE)
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: base(cloneSource)
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{
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throw new NotImplementedException();
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}
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@ -61,7 +61,7 @@ namespace ANX.Framework.Graphics
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public class BasicEffect : Effect, IEffectMatrices, IEffectLights, IEffectFog
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{
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public BasicEffect(GraphicsDevice graphics)
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: base(graphics, null)
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: base(graphics, AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().GetShaderByteCode(NonXNA.PreDefinedShader.BasicEffect))
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{
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throw new NotImplementedException();
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}
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@ -3,6 +3,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using ANX.Framework.NonXNA;
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#endregion // Using Statements
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@ -58,7 +59,7 @@ namespace ANX.Framework.Graphics
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public class DualTextureEffect : Effect, IEffectMatrices, IEffectFog
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{
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public DualTextureEffect(GraphicsDevice graphics)
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: base(graphics, null)
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: base(graphics, AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().GetShaderByteCode(NonXNA.PreDefinedShader.DualTextureEffect))
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{
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throw new NotImplementedException();
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}
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@ -3,6 +3,7 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using ANX.Framework.NonXNA;
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#endregion // Using Statements
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@ -58,7 +59,7 @@ namespace ANX.Framework.Graphics
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public class EnvironmentMapEffect : Effect, IEffectMatrices, IEffectLights, IEffectFog
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{
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public EnvironmentMapEffect(GraphicsDevice graphics)
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: base(graphics, null)
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: base(graphics, AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().GetShaderByteCode(NonXNA.PreDefinedShader.EnvironmentMapEffect))
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{
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throw new NotImplementedException();
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}
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@ -62,7 +62,7 @@ namespace ANX.Framework.Graphics
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public class SkinnedEffect : Effect, IEffectMatrices, IEffectLights, IEffectFog
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{
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public SkinnedEffect(GraphicsDevice graphics)
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: base(graphics, null)
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: base(graphics, AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>().GetShaderByteCode(NonXNA.PreDefinedShader.SkinnedEffect))
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{
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throw new NotImplementedException();
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}
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@ -55,5 +55,10 @@ namespace ANX.Framework.NonXNA
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public enum PreDefinedShader
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{
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SpriteBatch,
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BasicEffect,
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SkinnedEffect,
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DualTextureEffect,
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AlphaTestEffect,
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EnvironmentMapEffect,
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}
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}
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@ -31,8 +31,8 @@ using System.Runtime.InteropServices;
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//
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// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
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// übernehmen, indem Sie "*" eingeben:
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[assembly: AssemblyVersion("0.4.25.*")]
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[assembly: AssemblyFileVersion("0.4.25.0")]
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[assembly: AssemblyVersion("0.4.26.*")]
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[assembly: AssemblyFileVersion("0.4.26.0")]
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[assembly:InternalsVisibleTo("ANX.Framework.Windows.DX10")]
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[assembly:InternalsVisibleTo("ANX.RenderSystem.Windows.DX11")]
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@ -141,6 +141,26 @@ namespace ANX.Framework.Windows.DX10
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{
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return ShaderByteCode.SpriteBatchByteCode;
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}
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else if (type == PreDefinedShader.AlphaTestEffect)
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{
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return ShaderByteCode.AlphaTestEffectByteCode;
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}
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else if (type == PreDefinedShader.BasicEffect)
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{
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return ShaderByteCode.BasicEffectByteCode;
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}
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else if (type == PreDefinedShader.DualTextureEffect)
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{
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return ShaderByteCode.DualTextureEffectByteCode;
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}
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else if (type == PreDefinedShader.EnvironmentMapEffect)
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{
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return ShaderByteCode.EnvironmentMapEffectByteCode;
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}
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else if (type == PreDefinedShader.SkinnedEffect)
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{
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return ShaderByteCode.SkinnedEffectByteCode;
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}
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throw new NotImplementedException("ByteCode for '" + type.ToString() + "' is not yet available");
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}
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@ -32,7 +32,7 @@ using System.Runtime.InteropServices;
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// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
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// übernehmen, indem Sie "*" eingeben:
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// [assembly: AssemblyVersion("1.0.*")]
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[assembly: AssemblyVersion("0.7.5.0")]
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[assembly: AssemblyFileVersion("0.7.5.0")]
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[assembly: AssemblyVersion("0.7.6.0")]
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[assembly: AssemblyFileVersion("0.7.6.0")]
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[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]
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@ -163,5 +163,565 @@ namespace ANX.Framework.Windows.DX10
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};
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#endregion //SpriteBatchShader
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#region AlphaTestEffectShader
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internal static byte[] AlphaTestEffectByteCode = new byte[]
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{
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068,
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053, 050, 046, 051, 049, 049, 049, 000, 171, 171, 171, 073, 083, 071, 078, 104, 000, 000, 000, 003,
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
000, 000, 000, 001, 000, 000, 000, 008, 000, 000, 000, 032, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 003, 000, 000, 000, 000, 000, 000, 000, 015, 000, 000, 000, 083, 086, 095, 084, 097,
|
||||
114, 103, 101, 116, 000, 171, 171, 083, 072, 068, 082, 148, 000, 000, 000, 064, 000, 000, 000, 037,
|
||||
000, 000, 000, 090, 000, 000, 003, 000, 096, 016, 000, 000, 000, 000, 000, 088, 024, 000, 004, 000,
|
||||
112, 016, 000, 000, 000, 000, 000, 085, 085, 000, 000, 098, 016, 000, 003, 242, 016, 016, 000, 001,
|
||||
000, 000, 000, 098, 016, 000, 003, 050, 016, 016, 000, 002, 000, 000, 000, 101, 000, 000, 003, 242,
|
||||
032, 016, 000, 000, 000, 000, 000, 104, 000, 000, 002, 001, 000, 000, 000, 069, 000, 000, 009, 242,
|
||||
000, 016, 000, 000, 000, 000, 000, 070, 016, 016, 000, 002, 000, 000, 000, 070, 126, 016, 000, 000,
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040, 082, 041, 032, 072, 076, 083, 076, 032, 083, 104, 097, 100, 101, 114, 032, 067, 111, 109, 112,
|
||||
105, 108, 101, 114, 032, 057, 046, 050, 057, 046, 057, 053, 050, 046, 051, 049, 049, 049, 000, 073,
|
||||
083, 071, 078, 108, 000, 000, 000, 003, 000, 000, 000, 008, 000, 000, 000, 080, 000, 000, 000, 000,
|
||||
000, 000, 000, 001, 000, 000, 000, 003, 000, 000, 000, 000, 000, 000, 000, 015, 000, 000, 000, 092,
|
||||
000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 003, 000, 000, 000, 001, 000, 000, 000, 015,
|
||||
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|
||||
000, 000, 000, 003, 003, 000, 000, 083, 086, 095, 080, 079, 083, 073, 084, 073, 079, 078, 000, 067,
|
||||
079, 076, 079, 082, 000, 084, 069, 088, 067, 079, 079, 082, 068, 000, 171, 079, 083, 071, 078, 044,
|
||||
000, 000, 000, 001, 000, 000, 000, 008, 000, 000, 000, 032, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 003, 000, 000, 000, 000, 000, 000, 000, 015, 000, 000, 000, 083, 086, 095, 084, 097,
|
||||
114, 103, 101, 116, 000, 171, 171, 083, 072, 068, 082, 148, 000, 000, 000, 064, 000, 000, 000, 037,
|
||||
000, 000, 000, 090, 000, 000, 003, 000, 096, 016, 000, 000, 000, 000, 000, 088, 024, 000, 004, 000,
|
||||
112, 016, 000, 000, 000, 000, 000, 085, 085, 000, 000, 098, 016, 000, 003, 242, 016, 016, 000, 001,
|
||||
000, 000, 000, 098, 016, 000, 003, 050, 016, 016, 000, 002, 000, 000, 000, 101, 000, 000, 003, 242,
|
||||
032, 016, 000, 000, 000, 000, 000, 104, 000, 000, 002, 001, 000, 000, 000, 069, 000, 000, 009, 242,
|
||||
000, 016, 000, 000, 000, 000, 000, 070, 016, 016, 000, 002, 000, 000, 000, 070, 126, 016, 000, 000,
|
||||
000, 000, 000, 000, 096, 016, 000, 000, 000, 000, 000, 056, 000, 000, 007, 242, 032, 016, 000, 000,
|
||||
000, 000, 000, 070, 014, 016, 000, 000, 000, 000, 000, 070, 030, 016, 000, 001, 000, 000, 000, 062,
|
||||
000, 000, 001, 083, 084, 065, 084, 116, 000, 000, 000, 003, 000, 000, 000, 001, 000, 000, 000, 000,
|
||||
000, 000, 000, 003, 000, 000, 000, 001, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 001,
|
||||
000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 001, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 088, 004, 000, 000, 000, 000, 000, 000, 004, 000, 000, 000, 064,
|
||||
000, 000, 000, 000, 000, 000, 000, 001, 000, 000, 000, 255, 255, 255, 255, 000, 000, 000, 000, 050,
|
||||
000, 000, 000, 022, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 104, 000, 000, 000, 076, 000, 000, 000, 000, 000, 000, 000, 255,
|
||||
255, 255, 255, 000, 000, 000, 000, 153, 000, 000, 000, 125, 000, 000, 000, 000, 000, 000, 000, 255,
|
||||
255, 255, 255, 000, 000, 000, 000, 000, 000, 000, 000, 168, 000, 000, 000, 001, 000, 000, 000, 000,
|
||||
000, 000, 000, 178, 000, 000, 000, 003, 000, 000, 000, 000, 000, 000, 000, 008, 000, 000, 000, 000,
|
||||
000, 000, 000, 001, 000, 000, 000, 192, 000, 000, 000, 006, 000, 000, 000, 000, 000, 000, 000, 007,
|
||||
000, 000, 000, 080, 004, 000, 000, 007, 000, 000, 000, 000, 000, 000, 000, 007, 000, 000, 000, 252,
|
||||
006, 000, 000
|
||||
};
|
||||
#endregion //EnvironmentMapEffectShader
|
||||
|
||||
#region SkinnedEffectShader
|
||||
internal static byte[] SkinnedEffectByteCode = new byte[]
|
||||
{
|
||||
068,
|
||||
088, 066, 067, 126, 162, 104, 105, 242, 144, 056, 167, 070, 154, 085, 120, 072, 154, 242, 236, 001,
|
||||
000, 000, 000, 036, 008, 000, 000, 001, 000, 000, 000, 036, 000, 000, 000, 070, 088, 049, 048, 248,
|
||||
007, 000, 000, 001, 016, 255, 254, 001, 000, 000, 000, 001, 000, 000, 000, 002, 000, 000, 000, 000,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
000, 013, 000, 000, 000, 001, 000, 000, 000, 000, 000, 000, 000, 064, 000, 000, 000, 064, 000, 000,
|
||||
000, 064, 000, 000, 000, 011, 100, 000, 000, 077, 097, 116, 114, 105, 120, 084, 114, 097, 110, 115,
|
||||
102, 111, 114, 109, 000, 084, 101, 120, 116, 117, 114, 101, 050, 068, 000, 066, 000, 000, 000, 002,
|
||||
000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 012,
|
||||
000, 000, 000, 084, 101, 120, 116, 117, 114, 101, 000, 083, 097, 109, 112, 108, 101, 114, 083, 116,
|
||||
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|
||||
000, 000, 000, 000, 000, 000, 000, 000, 021, 000, 000, 000, 084, 101, 120, 116, 117, 114, 101, 083,
|
||||
097, 109, 112, 108, 101, 114, 000, 065, 108, 112, 104, 097, 084, 101, 115, 116, 000, 065, 108, 112,
|
||||
104, 097, 084, 101, 115, 116, 080, 097, 115, 115, 000, 001, 000, 000, 000, 002, 000, 000, 000, 000,
|
||||
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|
||||
209, 184, 180, 025, 147, 008, 113, 001, 000, 000, 000, 128, 003, 000, 000, 005, 000, 000, 000, 052,
|
||||
000, 000, 000, 008, 001, 000, 000, 120, 001, 000, 000, 236, 001, 000, 000, 004, 003, 000, 000, 082,
|
||||
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|
||||
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|
||||
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|
||||
000, 000, 000, 000, 000, 000, 000, 036, 071, 108, 111, 098, 097, 108, 115, 000, 171, 171, 171, 060,
|
||||
000, 000, 000, 001, 000, 000, 000, 096, 000, 000, 000, 064, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 120, 000, 000, 000, 000, 000, 000, 000, 064, 000, 000, 000, 002, 000, 000, 000, 136,
|
||||
000, 000, 000, 000, 000, 000, 000, 077, 097, 116, 114, 105, 120, 084, 114, 097, 110, 115, 102, 111,
|
||||
114, 109, 000, 003, 000, 003, 000, 004, 000, 004, 000, 000, 000, 000, 000, 000, 000, 000, 000, 077,
|
||||
105, 099, 114, 111, 115, 111, 102, 116, 032, 040, 082, 041, 032, 072, 076, 083, 076, 032, 083, 104,
|
||||
097, 100, 101, 114, 032, 067, 111, 109, 112, 105, 108, 101, 114, 032, 057, 046, 050, 057, 046, 057,
|
||||
053, 050, 046, 051, 049, 049, 049, 000, 171, 171, 171, 073, 083, 071, 078, 104, 000, 000, 000, 003,
|
||||
000, 000, 000, 008, 000, 000, 000, 080, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 003,
|
||||
000, 000, 000, 000, 000, 000, 000, 015, 015, 000, 000, 089, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 003, 000, 000, 000, 001, 000, 000, 000, 015, 015, 000, 000, 095, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 003, 000, 000, 000, 002, 000, 000, 000, 003, 003, 000, 000, 080,
|
||||
079, 083, 073, 084, 073, 079, 078, 000, 067, 079, 076, 079, 082, 000, 084, 069, 088, 067, 079, 079,
|
||||
082, 068, 000, 079, 083, 071, 078, 108, 000, 000, 000, 003, 000, 000, 000, 008, 000, 000, 000, 080,
|
||||
000, 000, 000, 000, 000, 000, 000, 001, 000, 000, 000, 003, 000, 000, 000, 000, 000, 000, 000, 015,
|
||||
000, 000, 000, 092, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 003, 000, 000, 000, 001,
|
||||
000, 000, 000, 015, 000, 000, 000, 098, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 003,
|
||||
000, 000, 000, 002, 000, 000, 000, 003, 012, 000, 000, 083, 086, 095, 080, 079, 083, 073, 084, 073,
|
||||
079, 078, 000, 067, 079, 076, 079, 082, 000, 084, 069, 088, 067, 079, 079, 082, 068, 000, 171, 083,
|
||||
072, 068, 082, 016, 001, 000, 000, 064, 000, 001, 000, 068, 000, 000, 000, 089, 000, 000, 004, 070,
|
||||
142, 032, 000, 000, 000, 000, 000, 004, 000, 000, 000, 095, 000, 000, 003, 242, 016, 016, 000, 000,
|
||||
000, 000, 000, 095, 000, 000, 003, 242, 016, 016, 000, 001, 000, 000, 000, 095, 000, 000, 003, 050,
|
||||
016, 016, 000, 002, 000, 000, 000, 103, 000, 000, 004, 242, 032, 016, 000, 000, 000, 000, 000, 001,
|
||||
000, 000, 000, 101, 000, 000, 003, 242, 032, 016, 000, 001, 000, 000, 000, 101, 000, 000, 003, 050,
|
||||
032, 016, 000, 002, 000, 000, 000, 017, 000, 000, 008, 018, 032, 016, 000, 000, 000, 000, 000, 070,
|
||||
030, 016, 000, 000, 000, 000, 000, 070, 142, 032, 000, 000, 000, 000, 000, 000, 000, 000, 000, 017,
|
||||
000, 000, 008, 034, 032, 016, 000, 000, 000, 000, 000, 070, 030, 016, 000, 000, 000, 000, 000, 070,
|
||||
142, 032, 000, 000, 000, 000, 000, 001, 000, 000, 000, 017, 000, 000, 008, 066, 032, 016, 000, 000,
|
||||
000, 000, 000, 070, 030, 016, 000, 000, 000, 000, 000, 070, 142, 032, 000, 000, 000, 000, 000, 002,
|
||||
000, 000, 000, 017, 000, 000, 008, 130, 032, 016, 000, 000, 000, 000, 000, 070, 030, 016, 000, 000,
|
||||
000, 000, 000, 070, 142, 032, 000, 000, 000, 000, 000, 003, 000, 000, 000, 054, 000, 000, 005, 242,
|
||||
032, 016, 000, 001, 000, 000, 000, 070, 030, 016, 000, 001, 000, 000, 000, 054, 000, 000, 005, 050,
|
||||
032, 016, 000, 002, 000, 000, 000, 070, 016, 016, 000, 002, 000, 000, 000, 062, 000, 000, 001, 083,
|
||||
084, 065, 084, 116, 000, 000, 000, 007, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 006,
|
||||
000, 000, 000, 004, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 001, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 002, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 204, 000, 000, 000, 000, 000, 000, 000, 160, 002, 000, 000, 068, 088, 066, 067, 029,
|
||||
076, 118, 093, 197, 015, 041, 178, 119, 144, 245, 077, 096, 029, 105, 032, 001, 000, 000, 000, 160,
|
||||
002, 000, 000, 005, 000, 000, 000, 052, 000, 000, 000, 224, 000, 000, 000, 084, 001, 000, 000, 136,
|
||||
001, 000, 000, 036, 002, 000, 000, 082, 068, 069, 070, 164, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 002, 000, 000, 000, 028, 000, 000, 000, 000, 004, 255, 255, 000, 001, 000, 000, 115,
|
||||
000, 000, 000, 092, 000, 000, 000, 003, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 001, 000, 000, 000, 001, 000, 000, 000, 107, 000, 000, 000, 002,
|
||||
000, 000, 000, 005, 000, 000, 000, 004, 000, 000, 000, 255, 255, 255, 255, 000, 000, 000, 000, 001,
|
||||
000, 000, 000, 013, 000, 000, 000, 084, 101, 120, 116, 117, 114, 101, 083, 097, 109, 112, 108, 101,
|
||||
114, 000, 084, 101, 120, 116, 117, 114, 101, 000, 077, 105, 099, 114, 111, 115, 111, 102, 116, 032,
|
||||
040, 082, 041, 032, 072, 076, 083, 076, 032, 083, 104, 097, 100, 101, 114, 032, 067, 111, 109, 112,
|
||||
105, 108, 101, 114, 032, 057, 046, 050, 057, 046, 057, 053, 050, 046, 051, 049, 049, 049, 000, 073,
|
||||
083, 071, 078, 108, 000, 000, 000, 003, 000, 000, 000, 008, 000, 000, 000, 080, 000, 000, 000, 000,
|
||||
000, 000, 000, 001, 000, 000, 000, 003, 000, 000, 000, 000, 000, 000, 000, 015, 000, 000, 000, 092,
|
||||
000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 003, 000, 000, 000, 001, 000, 000, 000, 015,
|
||||
015, 000, 000, 098, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 003, 000, 000, 000, 002,
|
||||
000, 000, 000, 003, 003, 000, 000, 083, 086, 095, 080, 079, 083, 073, 084, 073, 079, 078, 000, 067,
|
||||
079, 076, 079, 082, 000, 084, 069, 088, 067, 079, 079, 082, 068, 000, 171, 079, 083, 071, 078, 044,
|
||||
000, 000, 000, 001, 000, 000, 000, 008, 000, 000, 000, 032, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 003, 000, 000, 000, 000, 000, 000, 000, 015, 000, 000, 000, 083, 086, 095, 084, 097,
|
||||
114, 103, 101, 116, 000, 171, 171, 083, 072, 068, 082, 148, 000, 000, 000, 064, 000, 000, 000, 037,
|
||||
000, 000, 000, 090, 000, 000, 003, 000, 096, 016, 000, 000, 000, 000, 000, 088, 024, 000, 004, 000,
|
||||
112, 016, 000, 000, 000, 000, 000, 085, 085, 000, 000, 098, 016, 000, 003, 242, 016, 016, 000, 001,
|
||||
000, 000, 000, 098, 016, 000, 003, 050, 016, 016, 000, 002, 000, 000, 000, 101, 000, 000, 003, 242,
|
||||
032, 016, 000, 000, 000, 000, 000, 104, 000, 000, 002, 001, 000, 000, 000, 069, 000, 000, 009, 242,
|
||||
000, 016, 000, 000, 000, 000, 000, 070, 016, 016, 000, 002, 000, 000, 000, 070, 126, 016, 000, 000,
|
||||
000, 000, 000, 000, 096, 016, 000, 000, 000, 000, 000, 056, 000, 000, 007, 242, 032, 016, 000, 000,
|
||||
000, 000, 000, 070, 014, 016, 000, 000, 000, 000, 000, 070, 030, 016, 000, 001, 000, 000, 000, 062,
|
||||
000, 000, 001, 083, 084, 065, 084, 116, 000, 000, 000, 003, 000, 000, 000, 001, 000, 000, 000, 000,
|
||||
000, 000, 000, 003, 000, 000, 000, 001, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 001,
|
||||
000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 001, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 088, 004, 000, 000, 000, 000, 000, 000, 004, 000, 000, 000, 064,
|
||||
000, 000, 000, 000, 000, 000, 000, 001, 000, 000, 000, 255, 255, 255, 255, 000, 000, 000, 000, 050,
|
||||
000, 000, 000, 022, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000, 000,
|
||||
000, 000, 000, 000, 000, 000, 000, 104, 000, 000, 000, 076, 000, 000, 000, 000, 000, 000, 000, 255,
|
||||
255, 255, 255, 000, 000, 000, 000, 153, 000, 000, 000, 125, 000, 000, 000, 000, 000, 000, 000, 255,
|
||||
255, 255, 255, 000, 000, 000, 000, 000, 000, 000, 000, 168, 000, 000, 000, 001, 000, 000, 000, 000,
|
||||
000, 000, 000, 178, 000, 000, 000, 003, 000, 000, 000, 000, 000, 000, 000, 008, 000, 000, 000, 000,
|
||||
000, 000, 000, 001, 000, 000, 000, 192, 000, 000, 000, 006, 000, 000, 000, 000, 000, 000, 000, 007,
|
||||
000, 000, 000, 080, 004, 000, 000, 007, 000, 000, 000, 000, 000, 000, 000, 007, 000, 000, 000, 252,
|
||||
006, 000, 000
|
||||
};
|
||||
#endregion //SkinnedEffectShader
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -206,7 +206,7 @@ namespace ANX.Framework.Windows.GL3
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region GetShaderByteCode (TODO)
|
||||
#region GetShaderByteCode
|
||||
/// <summary>
|
||||
/// Get the byte code of a pre defined shader.
|
||||
/// </summary>
|
||||
@ -214,15 +214,32 @@ namespace ANX.Framework.Windows.GL3
|
||||
/// <returns>Byte code of the shader.</returns>
|
||||
public byte[] GetShaderByteCode(PreDefinedShader type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case PreDefinedShader.SpriteBatch:
|
||||
return ShaderByteCode.SpriteBatchByteCode;
|
||||
if (type == PreDefinedShader.SpriteBatch)
|
||||
{
|
||||
return ShaderByteCode.SpriteBatchByteCode;
|
||||
}
|
||||
else if (type == PreDefinedShader.AlphaTestEffect)
|
||||
{
|
||||
return ShaderByteCode.AlphaTestEffectByteCode;
|
||||
}
|
||||
else if (type == PreDefinedShader.BasicEffect)
|
||||
{
|
||||
return ShaderByteCode.BasicEffectByteCode;
|
||||
}
|
||||
else if (type == PreDefinedShader.DualTextureEffect)
|
||||
{
|
||||
return ShaderByteCode.DualTextureEffectByteCode;
|
||||
}
|
||||
else if (type == PreDefinedShader.EnvironmentMapEffect)
|
||||
{
|
||||
return ShaderByteCode.EnvironmentMapEffectByteCode;
|
||||
}
|
||||
else if (type == PreDefinedShader.SkinnedEffect)
|
||||
{
|
||||
return ShaderByteCode.SkinnedEffectByteCode;
|
||||
}
|
||||
|
||||
default:
|
||||
throw new NotSupportedException("The predefined shader '" + type +
|
||||
"' isn't supported yet!");
|
||||
}
|
||||
throw new NotImplementedException("ByteCode for '" + type.ToString() + "' is not yet available");
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
@ -32,7 +32,7 @@ using System.Runtime.InteropServices;
|
||||
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
||||
// übernehmen, indem Sie "*" eingeben:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("0.5.2.0")]
|
||||
[assembly: AssemblyFileVersion("0.5.2.0")]
|
||||
[assembly: AssemblyVersion("0.5.3.0")]
|
||||
[assembly: AssemblyFileVersion("0.5.3.0")]
|
||||
|
||||
[assembly: InternalsVisibleTo("ANX.Framework.ContentPipeline")]
|
||||
|
@ -83,5 +83,165 @@ namespace ANX.Framework.Windows.GL3
|
||||
};
|
||||
#endregion //SpriteBatchShader
|
||||
|
||||
#region AlphaTestEffectShader
|
||||
internal static byte[] AlphaTestEffectByteCode = new byte[]
|
||||
{
|
||||
160,
|
||||
003, 117, 110, 105, 102, 111, 114, 109, 032, 109, 097, 116, 052, 032, 077, 097, 116, 114, 105, 120,
|
||||
084, 114, 097, 110, 115, 102, 111, 114, 109, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 052, 032, 112, 111, 115, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 052, 032, 099, 111, 108, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 050, 032, 116, 101, 120, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118,
|
||||
101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 010, 118, 097,
|
||||
114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, 100, 105, 102, 102, 117, 115, 101, 084, 101,
|
||||
120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, 100, 032, 109, 097, 105, 110, 040, 118, 111,
|
||||
105, 100, 041, 123, 010, 103, 108, 095, 080, 111, 115, 105, 116, 105, 111, 110, 061, 077, 097, 116,
|
||||
114, 105, 120, 084, 114, 097, 110, 115, 102, 111, 114, 109, 042, 112, 111, 115, 059, 010, 100, 105,
|
||||
102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 061, 116, 101, 120, 059, 010, 100,
|
||||
105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 061, 099, 111, 108, 059, 125, 010, 035, 035,
|
||||
033, 102, 114, 097, 103, 109, 101, 110, 116, 033, 035, 035, 010, 117, 110, 105, 102, 111, 114, 109,
|
||||
032, 115, 097, 109, 112, 108, 101, 114, 050, 068, 032, 084, 101, 120, 116, 117, 114, 101, 059, 010,
|
||||
118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101,
|
||||
067, 111, 108, 111, 114, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032,
|
||||
100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105,
|
||||
100, 032, 109, 097, 105, 110, 040, 118, 111, 105, 100, 041, 123, 010, 103, 108, 095, 070, 114, 097,
|
||||
103, 067, 111, 108, 111, 114, 061, 116, 101, 120, 116, 117, 114, 101, 050, 068, 040, 084, 101, 120,
|
||||
116, 117, 114, 101, 044, 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100,
|
||||
041, 042, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 125, 010, 095, 046, 094,
|
||||
078, 240, 054, 006, 106, 005, 190, 104, 250, 201, 129, 166, 050, 199, 249, 189, 159, 008, 207, 084,
|
||||
062, 171, 010, 076, 101, 119, 047, 079, 245, 134, 024, 149, 110, 166, 213, 153, 023, 179, 120, 191,
|
||||
146, 106, 047, 180, 084, 037, 088, 036, 132, 126, 030, 027, 054, 044, 236, 120, 086, 102, 211, 178,
|
||||
125
|
||||
};
|
||||
#endregion //AlphaTestEffectShader
|
||||
|
||||
#region BasicEffectShader
|
||||
internal static byte[] BasicEffectByteCode = new byte[]
|
||||
{
|
||||
160,
|
||||
003, 117, 110, 105, 102, 111, 114, 109, 032, 109, 097, 116, 052, 032, 077, 097, 116, 114, 105, 120,
|
||||
084, 114, 097, 110, 115, 102, 111, 114, 109, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 052, 032, 112, 111, 115, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 052, 032, 099, 111, 108, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 050, 032, 116, 101, 120, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118,
|
||||
101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 010, 118, 097,
|
||||
114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, 100, 105, 102, 102, 117, 115, 101, 084, 101,
|
||||
120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, 100, 032, 109, 097, 105, 110, 040, 118, 111,
|
||||
105, 100, 041, 123, 010, 103, 108, 095, 080, 111, 115, 105, 116, 105, 111, 110, 061, 077, 097, 116,
|
||||
114, 105, 120, 084, 114, 097, 110, 115, 102, 111, 114, 109, 042, 112, 111, 115, 059, 010, 100, 105,
|
||||
102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 061, 116, 101, 120, 059, 010, 100,
|
||||
105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 061, 099, 111, 108, 059, 125, 010, 035, 035,
|
||||
033, 102, 114, 097, 103, 109, 101, 110, 116, 033, 035, 035, 010, 117, 110, 105, 102, 111, 114, 109,
|
||||
032, 115, 097, 109, 112, 108, 101, 114, 050, 068, 032, 084, 101, 120, 116, 117, 114, 101, 059, 010,
|
||||
118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101,
|
||||
067, 111, 108, 111, 114, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032,
|
||||
100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105,
|
||||
100, 032, 109, 097, 105, 110, 040, 118, 111, 105, 100, 041, 123, 010, 103, 108, 095, 070, 114, 097,
|
||||
103, 067, 111, 108, 111, 114, 061, 116, 101, 120, 116, 117, 114, 101, 050, 068, 040, 084, 101, 120,
|
||||
116, 117, 114, 101, 044, 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100,
|
||||
041, 042, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 125, 010, 095, 046, 094,
|
||||
078, 240, 054, 006, 106, 005, 190, 104, 250, 201, 129, 166, 050, 199, 249, 189, 159, 008, 207, 084,
|
||||
062, 171, 010, 076, 101, 119, 047, 079, 245, 134, 024, 149, 110, 166, 213, 153, 023, 179, 120, 191,
|
||||
146, 106, 047, 180, 084, 037, 088, 036, 132, 126, 030, 027, 054, 044, 236, 120, 086, 102, 211, 178,
|
||||
125
|
||||
};
|
||||
#endregion //BasicEffectShader
|
||||
|
||||
#region DualTextureEffectShader
|
||||
internal static byte[] DualTextureEffectByteCode = new byte[]
|
||||
{
|
||||
160,
|
||||
003, 117, 110, 105, 102, 111, 114, 109, 032, 109, 097, 116, 052, 032, 077, 097, 116, 114, 105, 120,
|
||||
084, 114, 097, 110, 115, 102, 111, 114, 109, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 052, 032, 112, 111, 115, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 052, 032, 099, 111, 108, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 050, 032, 116, 101, 120, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118,
|
||||
101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 010, 118, 097,
|
||||
114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, 100, 105, 102, 102, 117, 115, 101, 084, 101,
|
||||
120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, 100, 032, 109, 097, 105, 110, 040, 118, 111,
|
||||
105, 100, 041, 123, 010, 103, 108, 095, 080, 111, 115, 105, 116, 105, 111, 110, 061, 077, 097, 116,
|
||||
114, 105, 120, 084, 114, 097, 110, 115, 102, 111, 114, 109, 042, 112, 111, 115, 059, 010, 100, 105,
|
||||
102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 061, 116, 101, 120, 059, 010, 100,
|
||||
105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 061, 099, 111, 108, 059, 125, 010, 035, 035,
|
||||
033, 102, 114, 097, 103, 109, 101, 110, 116, 033, 035, 035, 010, 117, 110, 105, 102, 111, 114, 109,
|
||||
032, 115, 097, 109, 112, 108, 101, 114, 050, 068, 032, 084, 101, 120, 116, 117, 114, 101, 059, 010,
|
||||
118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101,
|
||||
067, 111, 108, 111, 114, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032,
|
||||
100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105,
|
||||
100, 032, 109, 097, 105, 110, 040, 118, 111, 105, 100, 041, 123, 010, 103, 108, 095, 070, 114, 097,
|
||||
103, 067, 111, 108, 111, 114, 061, 116, 101, 120, 116, 117, 114, 101, 050, 068, 040, 084, 101, 120,
|
||||
116, 117, 114, 101, 044, 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100,
|
||||
041, 042, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 125, 010, 095, 046, 094,
|
||||
078, 240, 054, 006, 106, 005, 190, 104, 250, 201, 129, 166, 050, 199, 249, 189, 159, 008, 207, 084,
|
||||
062, 171, 010, 076, 101, 119, 047, 079, 245, 134, 024, 149, 110, 166, 213, 153, 023, 179, 120, 191,
|
||||
146, 106, 047, 180, 084, 037, 088, 036, 132, 126, 030, 027, 054, 044, 236, 120, 086, 102, 211, 178,
|
||||
125
|
||||
};
|
||||
#endregion //DualTextureEffectShader
|
||||
|
||||
#region EnvironmentMapEffectShader
|
||||
internal static byte[] EnvironmentMapEffectByteCode = new byte[]
|
||||
{
|
||||
160,
|
||||
003, 117, 110, 105, 102, 111, 114, 109, 032, 109, 097, 116, 052, 032, 077, 097, 116, 114, 105, 120,
|
||||
084, 114, 097, 110, 115, 102, 111, 114, 109, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 052, 032, 112, 111, 115, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 052, 032, 099, 111, 108, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 050, 032, 116, 101, 120, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118,
|
||||
101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 010, 118, 097,
|
||||
114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, 100, 105, 102, 102, 117, 115, 101, 084, 101,
|
||||
120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, 100, 032, 109, 097, 105, 110, 040, 118, 111,
|
||||
105, 100, 041, 123, 010, 103, 108, 095, 080, 111, 115, 105, 116, 105, 111, 110, 061, 077, 097, 116,
|
||||
114, 105, 120, 084, 114, 097, 110, 115, 102, 111, 114, 109, 042, 112, 111, 115, 059, 010, 100, 105,
|
||||
102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 061, 116, 101, 120, 059, 010, 100,
|
||||
105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 061, 099, 111, 108, 059, 125, 010, 035, 035,
|
||||
033, 102, 114, 097, 103, 109, 101, 110, 116, 033, 035, 035, 010, 117, 110, 105, 102, 111, 114, 109,
|
||||
032, 115, 097, 109, 112, 108, 101, 114, 050, 068, 032, 084, 101, 120, 116, 117, 114, 101, 059, 010,
|
||||
118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101,
|
||||
067, 111, 108, 111, 114, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032,
|
||||
100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105,
|
||||
100, 032, 109, 097, 105, 110, 040, 118, 111, 105, 100, 041, 123, 010, 103, 108, 095, 070, 114, 097,
|
||||
103, 067, 111, 108, 111, 114, 061, 116, 101, 120, 116, 117, 114, 101, 050, 068, 040, 084, 101, 120,
|
||||
116, 117, 114, 101, 044, 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100,
|
||||
041, 042, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 125, 010, 095, 046, 094,
|
||||
078, 240, 054, 006, 106, 005, 190, 104, 250, 201, 129, 166, 050, 199, 249, 189, 159, 008, 207, 084,
|
||||
062, 171, 010, 076, 101, 119, 047, 079, 245, 134, 024, 149, 110, 166, 213, 153, 023, 179, 120, 191,
|
||||
146, 106, 047, 180, 084, 037, 088, 036, 132, 126, 030, 027, 054, 044, 236, 120, 086, 102, 211, 178,
|
||||
125
|
||||
};
|
||||
#endregion //EnvironmentMapEffectShader
|
||||
|
||||
#region SkinnedEffectShader
|
||||
internal static byte[] SkinnedEffectByteCode = new byte[]
|
||||
{
|
||||
160,
|
||||
003, 117, 110, 105, 102, 111, 114, 109, 032, 109, 097, 116, 052, 032, 077, 097, 116, 114, 105, 120,
|
||||
084, 114, 097, 110, 115, 102, 111, 114, 109, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 052, 032, 112, 111, 115, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 052, 032, 099, 111, 108, 059, 010, 097, 116, 116, 114, 105, 098, 117, 116, 101,
|
||||
032, 118, 101, 099, 050, 032, 116, 101, 120, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118,
|
||||
101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 010, 118, 097,
|
||||
114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032, 100, 105, 102, 102, 117, 115, 101, 084, 101,
|
||||
120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105, 100, 032, 109, 097, 105, 110, 040, 118, 111,
|
||||
105, 100, 041, 123, 010, 103, 108, 095, 080, 111, 115, 105, 116, 105, 111, 110, 061, 077, 097, 116,
|
||||
114, 105, 120, 084, 114, 097, 110, 115, 102, 111, 114, 109, 042, 112, 111, 115, 059, 010, 100, 105,
|
||||
102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 061, 116, 101, 120, 059, 010, 100,
|
||||
105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 061, 099, 111, 108, 059, 125, 010, 035, 035,
|
||||
033, 102, 114, 097, 103, 109, 101, 110, 116, 033, 035, 035, 010, 117, 110, 105, 102, 111, 114, 109,
|
||||
032, 115, 097, 109, 112, 108, 101, 114, 050, 068, 032, 084, 101, 120, 116, 117, 114, 101, 059, 010,
|
||||
118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 052, 032, 100, 105, 102, 102, 117, 115, 101,
|
||||
067, 111, 108, 111, 114, 059, 010, 118, 097, 114, 121, 105, 110, 103, 032, 118, 101, 099, 050, 032,
|
||||
100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100, 059, 010, 118, 111, 105,
|
||||
100, 032, 109, 097, 105, 110, 040, 118, 111, 105, 100, 041, 123, 010, 103, 108, 095, 070, 114, 097,
|
||||
103, 067, 111, 108, 111, 114, 061, 116, 101, 120, 116, 117, 114, 101, 050, 068, 040, 084, 101, 120,
|
||||
116, 117, 114, 101, 044, 100, 105, 102, 102, 117, 115, 101, 084, 101, 120, 067, 111, 111, 114, 100,
|
||||
041, 042, 100, 105, 102, 102, 117, 115, 101, 067, 111, 108, 111, 114, 059, 125, 010, 095, 046, 094,
|
||||
078, 240, 054, 006, 106, 005, 190, 104, 250, 201, 129, 166, 050, 199, 249, 189, 159, 008, 207, 084,
|
||||
062, 171, 010, 076, 101, 119, 047, 079, 245, 134, 024, 149, 110, 166, 213, 153, 023, 179, 120, 191,
|
||||
146, 106, 047, 180, 084, 037, 088, 036, 132, 126, 030, 027, 054, 044, 236, 120, 086, 102, 211, 178,
|
||||
125
|
||||
};
|
||||
#endregion //SkinnedEffectShader
|
||||
|
||||
}
|
||||
}
|
||||
|
@ -32,5 +32,5 @@ using System.Runtime.InteropServices;
|
||||
// Sie können alle Werte angeben oder die standardmäßigen Build- und Revisionsnummern
|
||||
// übernehmen, indem Sie "*" eingeben:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("0.7.2.*")]
|
||||
[assembly: AssemblyFileVersion("0.7.2.0")]
|
||||
[assembly: AssemblyVersion("0.8.0.*")]
|
||||
[assembly: AssemblyFileVersion("0.8.0.0")]
|
||||
|
90
shader/DX10/AlphaTest.fx
Normal file
90
shader/DX10/AlphaTest.fx
Normal file
@ -0,0 +1,90 @@
|
||||
//
|
||||
// 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
|
||||
|
||||
uniform extern float4x4 MatrixTransform;
|
||||
|
||||
Texture2D<float4> Texture : register(t0);
|
||||
sampler TextureSampler : register(s0);
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float4 col : COLOR;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelShaderInput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 col : COLOR;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
PixelShaderInput AlphaTestVertexShader( VertexShaderInput input )
|
||||
{
|
||||
PixelShaderInput output = (PixelShaderInput)0;
|
||||
|
||||
output.pos = mul(input.pos, MatrixTransform);
|
||||
output.col = input.col;
|
||||
output.tex = input.tex;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 AlphaTestPixelShader( PixelShaderInput input ) : SV_Target
|
||||
{
|
||||
return Texture.Sample(TextureSampler, input.tex) * input.col;
|
||||
}
|
||||
|
||||
technique10 AlphaTest
|
||||
{
|
||||
pass AlphaTestPass
|
||||
{
|
||||
SetGeometryShader( 0 );
|
||||
SetVertexShader( CompileShader( vs_4_0, AlphaTestVertexShader() ) );
|
||||
SetPixelShader( CompileShader( ps_4_0, AlphaTestPixelShader() ) );
|
||||
}
|
||||
}
|
89
shader/DX10/BasicEffect.fx
Normal file
89
shader/DX10/BasicEffect.fx
Normal file
@ -0,0 +1,89 @@
|
||||
//
|
||||
// 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
|
||||
|
||||
uniform extern float4x4 MatrixTransform;
|
||||
|
||||
Texture2D<float4> Texture : register(t0);
|
||||
sampler TextureSampler : register(s0);
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float4 col : COLOR;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelShaderInput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 col : COLOR;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
PixelShaderInput AlphaTestVertexShader( VertexShaderInput input )
|
||||
{
|
||||
PixelShaderInput output = (PixelShaderInput)0;
|
||||
|
||||
output.pos = mul(input.pos, MatrixTransform);
|
||||
output.col = input.col;
|
||||
output.tex = input.tex;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 AlphaTestPixelShader( PixelShaderInput input ) : SV_Target
|
||||
{
|
||||
return Texture.Sample(TextureSampler, input.tex) * input.col;
|
||||
}
|
||||
|
||||
technique10 AlphaTest
|
||||
{
|
||||
pass AlphaTestPass
|
||||
{
|
||||
SetGeometryShader( 0 );
|
||||
SetVertexShader( CompileShader( vs_4_0, AlphaTestVertexShader() ) );
|
||||
SetPixelShader( CompileShader( ps_4_0, AlphaTestPixelShader() ) );
|
||||
}
|
||||
}
|
89
shader/DX10/DualTexture.fx
Normal file
89
shader/DX10/DualTexture.fx
Normal file
@ -0,0 +1,89 @@
|
||||
//
|
||||
// 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
|
||||
|
||||
uniform extern float4x4 MatrixTransform;
|
||||
|
||||
Texture2D<float4> Texture : register(t0);
|
||||
sampler TextureSampler : register(s0);
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float4 col : COLOR;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelShaderInput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 col : COLOR;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
PixelShaderInput AlphaTestVertexShader( VertexShaderInput input )
|
||||
{
|
||||
PixelShaderInput output = (PixelShaderInput)0;
|
||||
|
||||
output.pos = mul(input.pos, MatrixTransform);
|
||||
output.col = input.col;
|
||||
output.tex = input.tex;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 AlphaTestPixelShader( PixelShaderInput input ) : SV_Target
|
||||
{
|
||||
return Texture.Sample(TextureSampler, input.tex) * input.col;
|
||||
}
|
||||
|
||||
technique10 AlphaTest
|
||||
{
|
||||
pass AlphaTestPass
|
||||
{
|
||||
SetGeometryShader( 0 );
|
||||
SetVertexShader( CompileShader( vs_4_0, AlphaTestVertexShader() ) );
|
||||
SetPixelShader( CompileShader( ps_4_0, AlphaTestPixelShader() ) );
|
||||
}
|
||||
}
|
89
shader/DX10/EnvironmentMap.fx
Normal file
89
shader/DX10/EnvironmentMap.fx
Normal file
@ -0,0 +1,89 @@
|
||||
//
|
||||
// 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
|
||||
|
||||
uniform extern float4x4 MatrixTransform;
|
||||
|
||||
Texture2D<float4> Texture : register(t0);
|
||||
sampler TextureSampler : register(s0);
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float4 col : COLOR;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelShaderInput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 col : COLOR;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
PixelShaderInput AlphaTestVertexShader( VertexShaderInput input )
|
||||
{
|
||||
PixelShaderInput output = (PixelShaderInput)0;
|
||||
|
||||
output.pos = mul(input.pos, MatrixTransform);
|
||||
output.col = input.col;
|
||||
output.tex = input.tex;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 AlphaTestPixelShader( PixelShaderInput input ) : SV_Target
|
||||
{
|
||||
return Texture.Sample(TextureSampler, input.tex) * input.col;
|
||||
}
|
||||
|
||||
technique10 AlphaTest
|
||||
{
|
||||
pass AlphaTestPass
|
||||
{
|
||||
SetGeometryShader( 0 );
|
||||
SetVertexShader( CompileShader( vs_4_0, AlphaTestVertexShader() ) );
|
||||
SetPixelShader( CompileShader( ps_4_0, AlphaTestPixelShader() ) );
|
||||
}
|
||||
}
|
89
shader/DX10/Skinned.fx
Normal file
89
shader/DX10/Skinned.fx
Normal file
@ -0,0 +1,89 @@
|
||||
//
|
||||
// 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
|
||||
|
||||
uniform extern float4x4 MatrixTransform;
|
||||
|
||||
Texture2D<float4> Texture : register(t0);
|
||||
sampler TextureSampler : register(s0);
|
||||
|
||||
struct VertexShaderInput
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float4 col : COLOR;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelShaderInput
|
||||
{
|
||||
float4 pos : SV_POSITION;
|
||||
float4 col : COLOR;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
PixelShaderInput AlphaTestVertexShader( VertexShaderInput input )
|
||||
{
|
||||
PixelShaderInput output = (PixelShaderInput)0;
|
||||
|
||||
output.pos = mul(input.pos, MatrixTransform);
|
||||
output.col = input.col;
|
||||
output.tex = input.tex;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 AlphaTestPixelShader( PixelShaderInput input ) : SV_Target
|
||||
{
|
||||
return Texture.Sample(TextureSampler, input.tex) * input.col;
|
||||
}
|
||||
|
||||
technique10 AlphaTest
|
||||
{
|
||||
pass AlphaTestPass
|
||||
{
|
||||
SetGeometryShader( 0 );
|
||||
SetVertexShader( CompileShader( vs_4_0, AlphaTestVertexShader() ) );
|
||||
SetPixelShader( CompileShader( ps_4_0, AlphaTestPixelShader() ) );
|
||||
}
|
||||
}
|
@ -6,4 +6,24 @@
|
||||
Source="../Shader/DX10/SpriteBatch.fx"
|
||||
RenderSystem="ANX.Framework.Windows.DX10"
|
||||
/>
|
||||
<Shader Type="AlphaTestEffect"
|
||||
Source="../Shader/DX10/AlphaTest.fx"
|
||||
RenderSystem="ANX.Framework.Windows.DX10"
|
||||
/>
|
||||
<Shader Type="BasicEffect"
|
||||
Source="../Shader/DX10/BasicEffect.fx"
|
||||
RenderSystem="ANX.Framework.Windows.DX10"
|
||||
/>
|
||||
<Shader Type="DualTextureEffect"
|
||||
Source="../Shader/DX10/DualTexture.fx"
|
||||
RenderSystem="ANX.Framework.Windows.DX10"
|
||||
/>
|
||||
<Shader Type="EnvironmentMapEffect"
|
||||
Source="../Shader/DX10/EnvironmentMap.fx"
|
||||
RenderSystem="ANX.Framework.Windows.DX10"
|
||||
/>
|
||||
<Shader Type="SkinnedEffect"
|
||||
Source="../Shader/DX10/Skinned.fx"
|
||||
RenderSystem="ANX.Framework.Windows.DX10"
|
||||
/>
|
||||
</Build>
|
78
shader/GL3/AlphaTest.fx
Normal file
78
shader/GL3/AlphaTest.fx
Normal file
@ -0,0 +1,78 @@
|
||||
//
|
||||
// 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.
|
||||
|
||||
//
|
||||
// Vertex Shader
|
||||
//
|
||||
|
||||
//TODO: dummy implementation / placeholder
|
||||
|
||||
uniform mat4 MatrixTransform;
|
||||
|
||||
attribute vec4 pos;
|
||||
attribute vec4 col;
|
||||
attribute vec2 tex;
|
||||
|
||||
varying vec4 diffuseColor;
|
||||
varying vec2 diffuseTexCoord;
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = MatrixTransform * pos;
|
||||
diffuseTexCoord = tex;
|
||||
diffuseColor = col;
|
||||
}
|
||||
|
||||
##!fragment!##
|
||||
|
||||
//
|
||||
// Fragment Shader
|
||||
//
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
varying vec4 diffuseColor;
|
||||
varying vec2 diffuseTexCoord;
|
||||
void main(void)
|
||||
{
|
||||
gl_FragColor = texture2D(Texture, diffuseTexCoord) * diffuseColor;
|
||||
}
|
78
shader/GL3/BasicEffect.fx
Normal file
78
shader/GL3/BasicEffect.fx
Normal file
@ -0,0 +1,78 @@
|
||||
//
|
||||
// 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
|
||||
|
||||
//
|
||||
// Vertex Shader
|
||||
//
|
||||
|
||||
uniform mat4 MatrixTransform;
|
||||
|
||||
attribute vec4 pos;
|
||||
attribute vec4 col;
|
||||
attribute vec2 tex;
|
||||
|
||||
varying vec4 diffuseColor;
|
||||
varying vec2 diffuseTexCoord;
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = MatrixTransform * pos;
|
||||
diffuseTexCoord = tex;
|
||||
diffuseColor = col;
|
||||
}
|
||||
|
||||
##!fragment!##
|
||||
|
||||
//
|
||||
// Fragment Shader
|
||||
//
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
varying vec4 diffuseColor;
|
||||
varying vec2 diffuseTexCoord;
|
||||
void main(void)
|
||||
{
|
||||
gl_FragColor = texture2D(Texture, diffuseTexCoord) * diffuseColor;
|
||||
}
|
78
shader/GL3/DualTexture.fx
Normal file
78
shader/GL3/DualTexture.fx
Normal file
@ -0,0 +1,78 @@
|
||||
//
|
||||
// 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
|
||||
|
||||
//
|
||||
// Vertex Shader
|
||||
//
|
||||
|
||||
uniform mat4 MatrixTransform;
|
||||
|
||||
attribute vec4 pos;
|
||||
attribute vec4 col;
|
||||
attribute vec2 tex;
|
||||
|
||||
varying vec4 diffuseColor;
|
||||
varying vec2 diffuseTexCoord;
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = MatrixTransform * pos;
|
||||
diffuseTexCoord = tex;
|
||||
diffuseColor = col;
|
||||
}
|
||||
|
||||
##!fragment!##
|
||||
|
||||
//
|
||||
// Fragment Shader
|
||||
//
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
varying vec4 diffuseColor;
|
||||
varying vec2 diffuseTexCoord;
|
||||
void main(void)
|
||||
{
|
||||
gl_FragColor = texture2D(Texture, diffuseTexCoord) * diffuseColor;
|
||||
}
|
78
shader/GL3/EnvironmentMap.fx
Normal file
78
shader/GL3/EnvironmentMap.fx
Normal file
@ -0,0 +1,78 @@
|
||||
//
|
||||
// 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
|
||||
|
||||
//
|
||||
// Vertex Shader
|
||||
//
|
||||
|
||||
uniform mat4 MatrixTransform;
|
||||
|
||||
attribute vec4 pos;
|
||||
attribute vec4 col;
|
||||
attribute vec2 tex;
|
||||
|
||||
varying vec4 diffuseColor;
|
||||
varying vec2 diffuseTexCoord;
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = MatrixTransform * pos;
|
||||
diffuseTexCoord = tex;
|
||||
diffuseColor = col;
|
||||
}
|
||||
|
||||
##!fragment!##
|
||||
|
||||
//
|
||||
// Fragment Shader
|
||||
//
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
varying vec4 diffuseColor;
|
||||
varying vec2 diffuseTexCoord;
|
||||
void main(void)
|
||||
{
|
||||
gl_FragColor = texture2D(Texture, diffuseTexCoord) * diffuseColor;
|
||||
}
|
78
shader/GL3/Skinned.fx
Normal file
78
shader/GL3/Skinned.fx
Normal file
@ -0,0 +1,78 @@
|
||||
//
|
||||
// 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
|
||||
|
||||
//
|
||||
// Vertex Shader
|
||||
//
|
||||
|
||||
uniform mat4 MatrixTransform;
|
||||
|
||||
attribute vec4 pos;
|
||||
attribute vec4 col;
|
||||
attribute vec2 tex;
|
||||
|
||||
varying vec4 diffuseColor;
|
||||
varying vec2 diffuseTexCoord;
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = MatrixTransform * pos;
|
||||
diffuseTexCoord = tex;
|
||||
diffuseColor = col;
|
||||
}
|
||||
|
||||
##!fragment!##
|
||||
|
||||
//
|
||||
// Fragment Shader
|
||||
//
|
||||
|
||||
uniform sampler2D Texture;
|
||||
|
||||
varying vec4 diffuseColor;
|
||||
varying vec2 diffuseTexCoord;
|
||||
void main(void)
|
||||
{
|
||||
gl_FragColor = texture2D(Texture, diffuseTexCoord) * diffuseColor;
|
||||
}
|
@ -6,4 +6,24 @@
|
||||
Source="../Shader/GL3/SpriteBatch_GLSL.fx"
|
||||
RenderSystem="ANX.Framework.Windows.GL3"
|
||||
/>
|
||||
<Shader Type="AlphaTestEffect"
|
||||
Source="../Shader/GL3/AlphaTest.fx"
|
||||
RenderSystem="ANX.Framework.Windows.GL3"
|
||||
/>
|
||||
<Shader Type="BasicEffect"
|
||||
Source="../Shader/GL3/BasicEffect.fx"
|
||||
RenderSystem="ANX.Framework.Windows.GL3"
|
||||
/>
|
||||
<Shader Type="DualTextureEffect"
|
||||
Source="../Shader/GL3/DualTexture.fx"
|
||||
RenderSystem="ANX.Framework.Windows.GL3"
|
||||
/>
|
||||
<Shader Type="EnvironmentMapEffect"
|
||||
Source="../Shader/GL3/EnvironmentMap.fx"
|
||||
RenderSystem="ANX.Framework.Windows.GL3"
|
||||
/>
|
||||
<Shader Type="SkinnedEffect"
|
||||
Source="../Shader/GL3/Skinned.fx"
|
||||
RenderSystem="ANX.Framework.Windows.GL3"
|
||||
/>
|
||||
</Build>
|
||||
|
Loading…
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Reference in New Issue
Block a user