// This file is part of the ANX.Framework created by the // "ANX.Framework developer group" and released under the Ms-PL license. // For details see: http://anxframework.codeplex.com/license //TODO: dummy implementation / placeholder Texture2D Texture : register(t0); sampler Sampler : register(s0); uniform extern float4x4 World; uniform extern float4x4 View; uniform extern float4x4 Projection; float4 DiffuseColor; float3 EmissiveColor; float3 SpecularColor; float SpecularPower; float3 LightDirection[3]; float3 LightDiffuseColor[3]; float3 LightSpecularColor[3]; float3 EyePosition; float3 FogColor; float4 FogVector; #include "Structures.fxh" struct VertexColorVSInput { float4 Position : 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() ) ); } }