Mercurial > LightClone
diff Data/Shaders/Bot.fx @ 65:41980ff0607d
Added shader and textures for bot
author | koryspansel <koryspansel@bendbroadband.com> |
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date | Wed, 05 Oct 2011 12:55:46 -0700 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Data/Shaders/Bot.fx Wed Oct 05 12:55:46 2011 -0700 @@ -0,0 +1,102 @@ +extern uniform float4x4 kWorld; +extern uniform float4x4 kView; +extern uniform float4x4 kProjection; +extern uniform float4 kColor; +extern uniform texture kTexture; +extern uniform texture kTextureMask; + +sampler TextureSampler = sampler_state +{ + Texture = <kTexture>; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; +}; + +sampler MaskSampler = sampler_state +{ + Texture = <kTextureMask>; + MinFilter = LINEAR; + MagFilter = LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; +}; + +struct VertexOutput +{ + /* + * kPosition + */ + float4 kPosition : POSITION0; + + /* + * kTextureCoords + */ + float2 kTextureCoords : TEXCOORD0; + + /* + * kNormal + */ + float3 kColor : COLOR0; +}; + +VertexOutput BotVS(float3 kVertexPosition : POSITION0, float3 kVertexNormal : NORMAL, float2 kTextureCoords : TEXCOORD0) +{ + float4x4 kWorldViewProjection = mul(mul(kWorld, kView), kProjection); + + float4 kDiffuse = float4(0.8f, 0.8f, 0.8f, 1.0f); + float4 kAmbient = float4(0.4f, 0.4f, 0.4f, 1.0f); + float3 kDirection = normalize(float3(-1.0f, -0.60f, -0.3f)); + + float3 kNormal = normalize(mul(kVertexNormal, (float3x3)kWorld)); + + VertexOutput kOutput; + kOutput.kPosition = mul(float4(kVertexPosition, 1.0f), kWorldViewProjection); + kOutput.kTextureCoords = kTextureCoords; + kOutput.kColor = kAmbient + kDiffuse * saturate(dot(-kDirection, kNormal)); + + return kOutput; +} + +float4 BotPS(float4 kDiffuseColor : COLOR0, float2 kTextureCoords : TEXCOORD0) : COLOR0 +{ + float4 kTexture = tex2D(TextureSampler, kTextureCoords); + float4 kMask = tex2D(MaskSampler, kTextureCoords); + + float fMaskScale = kMask.r; + float fTextureScale = 1.0f - fMaskScale; + + float4 kBaseColor = kTexture;// * fTextureScale; + float4 kMaskColor = kColor;// * fMaskScale; + + /* + if(mask == 0) + { + (1 - mask) * kBaseColor.rgb * kDiffuseColor.rgb + mask * kMaskColor.rgb + } + else + { + 0 * kBaseColor.rgb * kDiffuseColor.rgb + 1 * kMaskColor.rgb + } + */ + + return float4(kDiffuseColor.rgb * (fTextureScale * kBaseColor.rgb + fMaskScale * kMaskColor.rgb), kTexture.a); + + //return float4(kBaseColor.rgb * kDiffuseColor.rgb + kMaskColor, kTexture.a); + //return float4(kTexture.rgb * kDiffuseColor.rgb + kMask.r * kColor.rgb, kTexture.a); + //return float4(kTexture.rgb * kDiffuseColor.rgb * kColor.rgb, kTexture.a); +} + +technique Default +{ + pass Pass0 + { + vertexShader = compile vs_2_0 BotVS(); + pixelShader = compile ps_2_0 BotPS(); + + ZEnable = true; + ZWriteEnable = true; + ZFunc = LessEqual; + } +}