annotate Data/Shaders/Environment.fx @ 28:13e53b74aed7

More drag and drop work
author koryspansel
date Mon, 19 Sep 2011 11:27:34 -0700
parents fd55825393df
children b0f642ee22d3
rev   line source
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koryspansel <koryspansel@bendbroadband.com>
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1 extern uniform float4x4 kWorld;
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2 extern uniform float4x4 kView;
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3 extern uniform float4x4 kProjection;
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4 extern uniform float4 kColor;
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5 extern uniform texture kTexture;
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6
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7 sampler TextureSampler = sampler_state
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8 {
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9 Texture = <kTexture>;
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10 MinFilter = ANISOTROPIC;
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11 MagFilter = ANISOTROPIC;
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12 AddressU = CLAMP;
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13 AddressV = CLAMP;
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14 };
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15
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16 struct VertexOutput
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17 {
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18 /*
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19 * kPosition
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20 */
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21 float4 kPosition : POSITION0;
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22
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23 /*
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24 * kTextureCoords
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25 */
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26 float2 kTextureCoords : TEXCOORD0;
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27 };
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28
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29 VertexOutput EnvironmentVS(float3 kVertexPosition : POSITION0, float3 kVertexNormal : NORMAL, float2 kTextureCoords : TEXCOORD0)
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30 {
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31 float4x4 kWorldViewProjection = mul(mul(kWorld, kView), kProjection);
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32
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33 VertexOutput kOutput;
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34 kOutput.kPosition = mul(float4(kVertexPosition, 1.0f), kWorldViewProjection);
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35 kOutput.kTextureCoords = kTextureCoords;
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36
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37 return kOutput;
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38 }
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39
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40 float4 EnvironmentPS(float2 kTextureCoords : TEXCOORD0) : COLOR0
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41 {
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42 float4 kTexture = tex2D(TextureSampler, kTextureCoords);
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43 return float4(kTexture.rgb * kColor.rgb, kTexture.a);
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44 }
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45
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46 technique Default
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47 {
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48 pass Pass0
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49 {
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50 vertexShader = compile vs_2_0 EnvironmentVS();
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51 pixelShader = compile ps_2_0 EnvironmentPS();
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52
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53 ZEnable = true;
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54 ZWriteEnable = true;
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55 ZFunc = LessEqual;
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56 }
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57 }
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58
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59 technique Wire
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60 {
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61 pass Pass0
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62 {
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63 vertexShader = compile vs_2_0 EnvironmentVS();
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64 pixelShader = compile ps_2_0 EnvironmentPS();
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65
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66 ZEnable = true;
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67 ZWriteEnable = false;
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68 ZFunc = LessEqual;
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69 FillMode = Wireframe;
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70 }
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71 }