diff Data/Shaders/Bot.fx @ 65:41980ff0607d

Added shader and textures for bot
author koryspansel <koryspansel@bendbroadband.com>
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;
+	}
+}