Mercurial > LightClone
view Data/Shaders/Environment.fx @ 0:7e3a0ae9c016
Initial commit
author | koryspansel <koryspansel@bendbroadband.com> |
---|---|
date | Wed, 07 Sep 2011 12:36:37 -0700 |
parents | |
children | fd55825393df |
line wrap: on
line source
extern uniform float4x4 kWorld; extern uniform float4x4 kView; extern uniform float4x4 kProjection; extern uniform float4 kColor; extern uniform texture kTexture; sampler TextureSampler = sampler_state { Texture = <kTexture>; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = WRAP; AddressV = WRAP; }; struct VertexOutput { /* * kPosition */ float4 kPosition : POSITION0; /* * kTextureCoords */ float2 kTextureCoords : TEXCOORD0; }; VertexOutput EnvironmentVS(float3 kVertexPosition : POSITION0, float3 kVertexNormal : NORMAL, float2 kTextureCoords : TEXCOORD0) { float4x4 kWorldViewProjection = mul(mul(kWorld, kView), kProjection); VertexOutput kOutput; kOutput.kPosition = mul(float4(kVertexPosition, 1.0f), kWorldViewProjection); kOutput.kTextureCoords = kTextureCoords; return kOutput; } float4 EnvironmentPS(float2 kTextureCoords : TEXCOORD0) : COLOR0 { float4 kTexture = tex2D(TextureSampler, kTextureCoords); return float4(kTexture.rgb * kColor.rgb, kTexture.a); } technique Default { pass Pass0 { vertexShader = compile vs_2_0 EnvironmentVS(); pixelShader = compile ps_2_0 EnvironmentPS(); ZEnable = true; ZWriteEnable = true; ZFunc = LessEqual; } } technique Wire { pass Pass0 { vertexShader = compile vs_2_0 EnvironmentVS(); pixelShader = compile ps_2_0 EnvironmentPS(); ZEnable = true; ZWriteEnable = false; ZFunc = LessEqual; FillMode = Wireframe; } }