anx.framework/shader/Metro/BasicEffect.fx
SND\AstrorEnales_cp bf14329432 - Implemented BasicEffect.fx for Dx10, Dx11 and Metro
- Started to work on a Sample to demonstrate all the BasicEffect possibilities
2012-09-09 14:31:03 +00:00

839 lines
23 KiB
HLSL

// 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
Texture2D<float4> Texture : register(t0);
sampler TextureSampler : register(s0);
uniform extern float4 DiffuseColor;
uniform extern float3 EmissiveColor;
uniform extern float3 SpecularColor;
uniform extern float SpecularPower;
uniform extern float3 DirLight0Direction;
uniform extern float3 DirLight0DiffuseColor;
uniform extern float3 DirLight0SpecularColor;
uniform extern float3 DirLight1Direction;
uniform extern float3 DirLight1DiffuseColor;
uniform extern float3 DirLight1SpecularColor;
uniform extern float3 DirLight2Direction;
uniform extern float3 DirLight2DiffuseColor;
uniform extern float3 DirLight2SpecularColor;
uniform extern float3 EyePosition;
uniform extern float3 FogColor;
uniform extern float4 FogVector;
uniform extern float4x4 World;
uniform extern float3x3 WorldInverseTranspose;
uniform extern float4x4 WorldViewProj;
struct VSInput
{
float4 Position : POSITION;
};
struct VSInputVc
{
float4 Position : POSITION;
float4 Color : COLOR;
};
struct VSInputTx
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct VSInputTxVc
{
float4 Position : POSITION;
float2 TexCoord : TEXCOORD0;
float4 Color : COLOR;
};
struct VSInputNm
{
float4 Position : POSITION;
float3 Normal : NORMAL;
};
struct VSInputNmVc
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float4 Color : COLOR;
};
struct VSInputNmTx
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
};
struct VSInputNmTxVc
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
float4 Color : COLOR;
};
struct VSOutput
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float4 PositionPS : SV_Position;
};
struct VSOutputNoFog
{
float4 Diffuse : COLOR0;
float4 PositionPS : SV_Position;
};
struct VSOutputTx
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float2 TexCoord : TEXCOORD0;
float4 PositionPS : SV_Position;
};
struct VSOutputTxNoFog
{
float4 Diffuse : COLOR0;
float2 TexCoord : TEXCOORD0;
float4 PositionPS : SV_Position;
};
struct VSOutputPixelLighting
{
float4 PositionWS : TEXCOORD0;
float3 NormalWS : TEXCOORD1;
float4 Diffuse : COLOR0;
float4 PositionPS : SV_Position;
};
struct VSOutputPixelLightingTx
{
float2 TexCoord : TEXCOORD0;
float4 PositionWS : TEXCOORD1;
float3 NormalWS : TEXCOORD2;
float4 Diffuse : COLOR0;
float4 PositionPS : SV_Position;
};
struct PSInput
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
};
struct PSInputNoFog
{
float4 Diffuse : COLOR0;
};
struct PSInputTx
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float2 TexCoord : TEXCOORD0;
};
struct PSInputTxNoFog
{
float4 Diffuse : COLOR0;
float2 TexCoord : TEXCOORD0;
};
struct PSInputPixelLighting
{
float4 PositionWS : TEXCOORD0;
float3 NormalWS : TEXCOORD1;
float4 Diffuse : COLOR0;
};
struct PSInputPixelLightingTx
{
float2 TexCoord : TEXCOORD0;
float4 PositionWS : TEXCOORD1;
float3 NormalWS : TEXCOORD2;
float4 Diffuse : COLOR0;
};
struct ColorPair
{
float3 Diffuse;
float3 Specular;
};
ColorPair ComputeLights(float3 eyeVector, float3 worldNormal, uniform int numLights)
{
float3x3 lightDirections = 0;
float3x3 lightDiffuse = 0;
float3x3 lightSpecular = 0;
float3x3 halfVectors = 0;
[unroll]
for (int i = 0; i < numLights; i++)
{
lightDirections[i] = float3x3(DirLight0Direction, DirLight1Direction, DirLight2Direction)[i];
lightDiffuse[i] = float3x3(DirLight0DiffuseColor, DirLight1DiffuseColor, DirLight2DiffuseColor)[i];
lightSpecular[i] = float3x3(DirLight0SpecularColor, DirLight1SpecularColor, DirLight2SpecularColor)[i];
halfVectors[i] = normalize(eyeVector - lightDirections[i]);
}
float3 dotL = mul(-lightDirections, worldNormal);
float3 dotH = mul(halfVectors, worldNormal);
float3 zeroL = step(0, dotL);
float3 diffuse = zeroL * dotL;
float3 specular = pow(max(dotH, 0) * zeroL, SpecularPower);
ColorPair result;
result.Diffuse = mul(diffuse, lightDiffuse) * DiffuseColor.rgb + EmissiveColor;
result.Specular = mul(specular, lightSpecular) * SpecularColor;
return result;
}
VSOutput VSBasic(VSInput input)
{
VSOutput output;
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = DiffuseColor;
output.Specular = float4(0, 0, 0, saturate(dot(input.Position, FogVector)));
return output;
}
VSOutputNoFog VSBasicNoFog(VSInput input)
{
VSOutputNoFog output;
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = DiffuseColor;
return output;
}
VSOutput VSBasicVertexColor(VSInputVc input)
{
VSOutput output;
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = DiffuseColor * input.Color;
output.Specular = float4(0, 0, 0, saturate(dot(input.Position, FogVector)));
return output;
}
VSOutputNoFog VSBasicVertexColorNoFog(VSInputVc input)
{
VSOutputNoFog output;
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = DiffuseColor * input.Color;
return output;
}
VSOutputTx VSBasicTexture(VSInputTx input)
{
VSOutputTx output;
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = DiffuseColor;
output.Specular = float4(0, 0, 0, saturate(dot(input.Position, FogVector)));
output.TexCoord = input.TexCoord;
return output;
}
VSOutputTxNoFog VSBasicTextureNoFog(VSInputTx input)
{
VSOutputTxNoFog output;
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = DiffuseColor;
output.TexCoord = input.TexCoord;
return output;
}
VSOutputTx VSBasicTextureVertexColor(VSInputTxVc input)
{
VSOutputTx output;
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = DiffuseColor * input.Color;
output.Specular = float4(0, 0, 0, saturate(dot(input.Position, FogVector)));
output.TexCoord = input.TexCoord;
return output;
}
VSOutputTxNoFog VSBasicTextureVertexColorNoFog(VSInputTxVc input)
{
VSOutputTxNoFog output;
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = DiffuseColor * input.Color;
output.TexCoord = input.TexCoord;
return output;
}
// Vertex Shader - Vertex Lighting
VSOutput VSBasicVertexLighting(VSInputNm input)
{
VSOutput output;
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a);
output.Specular = float4(lightResult.Specular, saturate(dot(input.Position, FogVector)));
return output;
}
VSOutput VSBasicVertexLightingVertexColor(VSInputNmVc input)
{
VSOutput output;
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a) * input.Color;
output.Specular = float4(lightResult.Specular, saturate(dot(input.Position, FogVector)));
return output;
}
VSOutputTx VSBasicVertexLightingTexture(VSInputNmTx input)
{
VSOutputTx output;
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a);
output.Specular = float4(lightResult.Specular, saturate(dot(input.Position, FogVector)));
output.TexCoord = input.TexCoord;
return output;
}
VSOutputTx VSBasicVertexLightingTextureVertexColor(VSInputNmTxVc input)
{
VSOutputTx output;
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a) * input.Color;
output.Specular = float4(lightResult.Specular, saturate(dot(input.Position, FogVector)));
output.TexCoord = input.TexCoord;
return output;
}
VSOutput VSBasicOneLight(VSInputNm input)
{
VSOutput output;
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 1);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a);
output.Specular = float4(lightResult.Specular, saturate(dot(input.Position, FogVector)));
return output;
}
VSOutput VSBasicOneLightVertexColor(VSInputNmVc input)
{
VSOutput output;
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 1);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a) * input.Color;
output.Specular = float4(lightResult.Specular, saturate(dot(input.Position, FogVector)));
return output;
}
VSOutputTx VSBasicOneLightTexture(VSInputNmTx input)
{
VSOutputTx output;
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 1);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a);
output.Specular = float4(lightResult.Specular, saturate(dot(input.Position, FogVector)));
output.TexCoord = input.TexCoord;
return output;
}
VSOutputTx VSBasicOneLightTextureVertexColor(VSInputNmTxVc input)
{
VSOutputTx output;
float4 pos_ws = mul(input.Position, World);
float3 eyeVector = normalize(EyePosition - pos_ws.xyz);
float3 worldNormal = normalize(mul(input.Normal, WorldInverseTranspose));
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 1);
output.PositionPS = mul(input.Position, WorldViewProj);
output.Diffuse = float4(lightResult.Diffuse, DiffuseColor.a) * input.Color;
output.Specular = float4(lightResult.Specular, saturate(dot(input.Position, FogVector)));
output.TexCoord = input.TexCoord;
return output;
}
// Vertex Shader - Pixel Lighting
VSOutputPixelLighting VSBasicPixelLighting(VSInputNm input)
{
VSOutputPixelLighting output;
output.PositionPS = mul(input.Position, WorldViewProj);
output.PositionWS = float4(mul(input.Position, World).xyz, saturate(dot(input.Position, FogVector)));
output.NormalWS = normalize(mul(input.Normal, WorldInverseTranspose));
output.Diffuse = float4(1, 1, 1, DiffuseColor.a);
return output;
}
VSOutputPixelLighting VSBasicPixelLightingVertexColor(VSInputNmVc input)
{
VSOutputPixelLighting output;
output.PositionPS = mul(input.Position, WorldViewProj);
output.PositionWS = float4(mul(input.Position, World).xyz, saturate(dot(input.Position, FogVector)));
output.NormalWS = normalize(mul(input.Normal, WorldInverseTranspose));
output.Diffuse.rgb = input.Color.rgb;
output.Diffuse.a = input.Color.a * DiffuseColor.a;
return output;
}
VSOutputPixelLightingTx VSBasicPixelLightingTexture(VSInputNmTx input)
{
VSOutputPixelLightingTx output;
output.PositionPS = mul(input.Position, WorldViewProj);
output.PositionWS = float4(mul(input.Position, World).xyz, saturate(dot(input.Position, FogVector)));
output.NormalWS = normalize(mul(input.Normal, WorldInverseTranspose));
output.Diffuse = float4(1, 1, 1, DiffuseColor.a);
output.TexCoord = input.TexCoord;
return output;
}
VSOutputPixelLightingTx VSBasicPixelLightingTextureVertexColor(VSInputNmTxVc input)
{
VSOutputPixelLightingTx output;
output.PositionPS = mul(input.Position, WorldViewProj);
output.PositionWS = float4(mul(input.Position, World).xyz, saturate(dot(input.Position, FogVector)));
output.NormalWS = normalize(mul(input.Normal, WorldInverseTranspose));
output.Diffuse.rgb = input.Color.rgb;
output.Diffuse.a = input.Color.a * DiffuseColor.a;
output.TexCoord = input.TexCoord;
return output;
}
// Pixel Shader
float4 PSBasic(PSInput input) : SV_Target0
{
float4 color = input.Diffuse;
color.rgb = lerp(color.rgb, FogColor * color.a, input.Specular.w);
return color;
}
float4 PSBasicNoFog(PSInputNoFog input) : SV_Target0
{
return input.Diffuse;
}
float4 PSBasicTexture(PSInputTx input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
color.rgb = lerp(color.rgb, FogColor * color.a, input.Specular.w);
return color;
}
float4 PSBasicTextureNoFog(PSInputTxNoFog input) : SV_Target0
{
return Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
}
float4 PSBasicVertexLighting(PSInput input) : SV_Target0
{
float4 color = input.Diffuse;
color.rgb += input.Specular.rgb * color.a;
color.rgb = lerp(color.rgb, FogColor * color.a, input.Specular.w);
return color;
}
float4 PSBasicVertexLightingNoFog(PSInput input) : SV_Target0
{
float4 color = input.Diffuse;
color.rgb += input.Specular.rgb * color.a;
return color;
}
float4 PSBasicVertexLightingTexture(PSInputTx input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
color.rgb += input.Specular.rgb * color.a;
color.rgb = lerp(color.rgb, FogColor * color.a, input.Specular.w);
return color;
}
float4 PSBasicVertexLightingTextureNoFog(PSInputTx input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
color.rgb += input.Specular.rgb * color.a;
return color;
}
float4 PSBasicPixelLighting(PSInputPixelLighting input) : SV_Target0
{
float4 color = input.Diffuse;
float3 eyeVector = normalize(EyePosition - input.PositionWS.xyz);
float3 worldNormal = normalize(input.NormalWS);
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
color.rgb *= lightResult.Diffuse;
color.rgb += lightResult.Specular * color.a;
color.rgb = lerp(color.rgb, FogColor * color.a, input.PositionWS.w);
return color;
}
float4 PSBasicPixelLightingTexture(PSInputPixelLightingTx input) : SV_Target0
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord) * input.Diffuse;
float3 eyeVector = normalize(EyePosition - input.PositionWS.xyz);
float3 worldNormal = normalize(input.NormalWS);
ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3);
color.rgb *= lightResult.Diffuse;
color.rgb += lightResult.Specular * color.a;
color.rgb = lerp(color.rgb, FogColor * color.a, input.PositionWS.w);
return color;
}
technique10 BasicEffect
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasic()));
SetPixelShader(CompileShader(ps_4_0, PSBasic()));
}
}
technique10 BasicEffectNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicNoFog()));
SetPixelShader(CompileShader(ps_4_0, PSBasicNoFog()));
}
}
technique10 BasicEffectVertexColor
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSBasic()));
}
}
technique10 BasicEffectVertexColorNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicVertexColorNoFog()));
SetPixelShader(CompileShader(ps_4_0, PSBasicNoFog()));
}
}
technique10 BasicEffectTexture
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicTexture()));
SetPixelShader(CompileShader(ps_4_0, PSBasicTexture()));
}
}
technique10 BasicEffectTextureNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicTextureNoFog()));
SetPixelShader(CompileShader(ps_4_0, PSBasicTextureNoFog()));
}
}
technique10 BasicEffectTextureVertexColor
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicTextureVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSBasicTexture()));
}
}
technique10 BasicEffectTextureVertexColorNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicTextureVertexColorNoFog()));
SetPixelShader(CompileShader(ps_4_0, PSBasicTextureNoFog()));
}
}
// Vertex Lighting
technique10 BasicEffectVertexLighting
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicVertexLighting()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLighting()));
}
}
technique10 BasicEffectVertexLightingNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicVertexLighting()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLightingNoFog()));
}
}
technique10 BasicEffectVertexLightingVertexColor
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicVertexLightingVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLighting()));
}
}
technique10 BasicEffectVertexLightingVertexColorNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicVertexLightingVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLightingNoFog()));
}
}
technique10 BasicEffectVertexLightingTexture
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicVertexLightingTexture()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLightingTexture()));
}
}
technique10 BasicEffectVertexLightingTextureNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicVertexLightingTexture()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLightingTextureNoFog()));
}
}
technique10 BasicEffectVertexLightingTextureVertexColor
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicVertexLightingTextureVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLightingTexture()));
}
}
technique10 BasicEffectVertexLightingTextureVertexColorNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicVertexLightingTextureVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLightingTextureNoFog()));
}
}
// One Light
technique10 BasicEffectOneLight
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicOneLight()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLighting()));
}
}
technique10 BasicEffectOneLightNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicOneLight()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLightingNoFog()));
}
}
technique10 BasicEffectOneLightVertexColor
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicOneLightVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLighting()));
}
}
technique10 BasicEffectOneLightVertexColorNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicOneLightVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLightingNoFog()));
}
}
technique10 BasicEffectOneLightTexture
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicOneLightTexture()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLightingTexture()));
}
}
technique10 BasicEffectOneLightTextureNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicOneLightTexture()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLightingTextureNoFog()));
}
}
technique10 BasicEffectOneLightTextureVertexColor
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicOneLightTextureVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLightingTexture()));
}
}
technique10 BasicEffectOneLightTextureVertexColorNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicOneLightTextureVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSBasicVertexLightingTextureNoFog()));
}
}
// Pixel Lighting
technique10 BasicEffectPixelLighting
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicPixelLighting()));
SetPixelShader(CompileShader(ps_4_0, PSBasicPixelLighting()));
}
}
technique10 BasicEffectPixelLightingNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicPixelLighting()));
SetPixelShader(CompileShader(ps_4_0, PSBasicPixelLighting()));
}
}
technique10 BasicEffectPixelLightingVertexColor
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicPixelLightingVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSBasicPixelLighting()));
}
}
technique10 BasicEffectPixelLightingVertexColorNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicPixelLightingVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSBasicPixelLighting()));
}
}
technique10 BasicEffectPixelLightingTexture
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicPixelLightingTexture()));
SetPixelShader(CompileShader(ps_4_0, PSBasicPixelLightingTexture()));
}
}
technique10 BasicEffectPixelLightingTextureNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicPixelLightingTexture()));
SetPixelShader(CompileShader(ps_4_0, PSBasicPixelLightingTexture()));
}
}
technique10 BasicEffectPixelLightingTextureVertexColor
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicPixelLightingTextureVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSBasicPixelLightingTexture()));
}
}
technique10 BasicEffectPixelLightingTextureVertexColorNoFog
{
pass Basic
{
SetVertexShader(CompileShader(vs_4_0, VSBasicPixelLightingTextureVertexColor()));
SetPixelShader(CompileShader(ps_4_0, PSBasicPixelLightingTexture()));
}
}