diff options
Diffstat (limited to 'samples/AnselSDKIntegration/Shaders.fx')
| -rw-r--r-- | samples/AnselSDKIntegration/Shaders.fx | 118 |
1 files changed, 59 insertions, 59 deletions
diff --git a/samples/AnselSDKIntegration/Shaders.fx b/samples/AnselSDKIntegration/Shaders.fx index abac43c..8c1b4bd 100644 --- a/samples/AnselSDKIntegration/Shaders.fx +++ b/samples/AnselSDKIntegration/Shaders.fx @@ -1,59 +1,59 @@ -cbuffer ConstantBuffer : register( b0 ) -{ - matrix World; - matrix View; - matrix Projection; - float4 vLightDir; - float4 vLightColor; - float4 vOutputColor; - float vTime; -} - -struct VS_INPUT -{ - float4 Pos : POSITION; - float3 Norm : NORMAL; -}; - -struct PS_INPUT -{ - float4 Pos : SV_POSITION; - float3 Norm : TEXCOORD0; -}; - -PS_INPUT VS( VS_INPUT input ) -{ - PS_INPUT output = (PS_INPUT)0; - output.Pos = mul( input.Pos, World ); - output.Pos = mul( output.Pos, View ); - output.Pos = mul( output.Pos, Projection ); - output.Norm = mul( float4( input.Norm, 1 ), World ).xyz; - - return output; -} - -float4 PS(PS_INPUT input) : SV_Target -{ - float4 finalColor = saturate(dot((float3)vLightDir, input.Norm) * vLightColor); - finalColor.a = 1.0f; - return finalColor; -} - -PS_INPUT VS_Hud(VS_INPUT input) -{ - PS_INPUT output = (PS_INPUT)0; - output.Pos = input.Pos; - output.Pos.w = 1.0f; - - if (input.Norm.x > 1.0f) - { - output.Pos.x *= 0.8f * abs(sin(vTime * 0.25f)) + 0.15f; - } - - return output; -} - -float4 PS_Hud(PS_INPUT input) : SV_Target -{ - return float4(0.33f, 0.5f, 0.906f, 1.0f); -} +cbuffer ConstantBuffer : register( b0 )
+{
+ matrix World;
+ matrix View;
+ matrix Projection;
+ float4 vLightDir;
+ float4 vLightColor;
+ float4 vOutputColor;
+ float vTime;
+}
+
+struct VS_INPUT
+{
+ float4 Pos : POSITION;
+ float3 Norm : NORMAL;
+};
+
+struct PS_INPUT
+{
+ float4 Pos : SV_POSITION;
+ float3 Norm : TEXCOORD0;
+};
+
+PS_INPUT VS( VS_INPUT input )
+{
+ PS_INPUT output = (PS_INPUT)0;
+ output.Pos = mul( input.Pos, World );
+ output.Pos = mul( output.Pos, View );
+ output.Pos = mul( output.Pos, Projection );
+ output.Norm = mul( float4( input.Norm, 1 ), World ).xyz;
+
+ return output;
+}
+
+float4 PS(PS_INPUT input) : SV_Target
+{
+ float4 finalColor = saturate(dot((float3)vLightDir, input.Norm) * vLightColor);
+ finalColor.a = 1.0f;
+ return finalColor;
+}
+
+PS_INPUT VS_Hud(VS_INPUT input)
+{
+ PS_INPUT output = (PS_INPUT)0;
+ output.Pos = input.Pos;
+ output.Pos.w = 1.0f;
+
+ if (input.Norm.x > 1.0f)
+ {
+ output.Pos.x *= 0.8f * abs(sin(vTime * 0.25f)) + 0.15f;
+ }
+
+ return output;
+}
+
+float4 PS_Hud(PS_INPUT input) : SV_Target
+{
+ return float4(0.33f, 0.5f, 0.906f, 1.0f);
+}
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