anx.framework/shader/XNA/Structures.fxh
Glatzemann 40c951e02b added licensing information to tools files
added a shader folder for the stock shaders
started the StockShaderCodeGenerator tool
added a tools solution file
added a bin folder in tools folder for precompiled tools and changed tools project files
removed StockEffects content project from solution and added the effect files to the shader folder for reference
2011-11-15 06:46:22 +00:00

227 lines
4.4 KiB
HLSL

//-----------------------------------------------------------------------------
// Structurs.fxh
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
// Vertex shader input structures.
struct VSInput
{
float4 Position : SV_Position;
};
struct VSInputVc
{
float4 Position : SV_Position;
float4 Color : COLOR;
};
struct VSInputTx
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
};
struct VSInputTxVc
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float4 Color : COLOR;
};
struct VSInputNm
{
float4 Position : SV_Position;
float3 Normal : NORMAL;
};
struct VSInputNmVc
{
float4 Position : SV_Position;
float3 Normal : NORMAL;
float4 Color : COLOR;
};
struct VSInputNmTx
{
float4 Position : SV_Position;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
};
struct VSInputNmTxVc
{
float4 Position : SV_Position;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
float4 Color : COLOR;
};
struct VSInputTx2
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float2 TexCoord2 : TEXCOORD1;
};
struct VSInputTx2Vc
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float2 TexCoord2 : TEXCOORD1;
float4 Color : COLOR;
};
struct VSInputNmTxWeights
{
float4 Position : SV_Position;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
int4 Indices : BLENDINDICES0;
float4 Weights : BLENDWEIGHT0;
};
// Vertex shader output structures.
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 VSOutputTx2
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float2 TexCoord : TEXCOORD0;
float2 TexCoord2 : TEXCOORD1;
float4 PositionPS : SV_Position;
};
struct VSOutputTx2NoFog
{
float4 Diffuse : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 TexCoord2 : TEXCOORD1;
float4 PositionPS : SV_Position;
};
struct VSOutputTxEnvMap
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float2 TexCoord : TEXCOORD0;
float3 EnvCoord : TEXCOORD1;
float4 PositionPS : SV_Position;
};
// Pixel shader input structures.
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 PSInputTx2
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float2 TexCoord : TEXCOORD0;
float2 TexCoord2 : TEXCOORD1;
};
struct PSInputTx2NoFog
{
float4 Diffuse : COLOR0;
float2 TexCoord : TEXCOORD0;
float2 TexCoord2 : TEXCOORD1;
};
struct PSInputTxEnvMap
{
float4 Diffuse : COLOR0;
float4 Specular : COLOR1;
float2 TexCoord : TEXCOORD0;
float3 EnvCoord : TEXCOORD1;
};