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| author | Dave Clark <[email protected]> | 2018-02-28 17:22:22 -0500 |
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| committer | Dave Clark <[email protected]> | 2018-02-28 17:22:22 -0500 |
| commit | 25528fd230f5f4298c35123a833cdb112675808e (patch) | |
| tree | f5aca3f5ee5a7734df41e7b974a04c37ddff528e /samples/DX_APIUsage/BasicHLSL.fx | |
| parent | Push GfeSDK #173 (diff) | |
| download | gfesdk-25528fd230f5f4298c35123a833cdb112675808e.tar.xz gfesdk-25528fd230f5f4298c35123a833cdb112675808e.zip | |
Push SDK # 1.1.186
Documentation updates.
Diffstat (limited to 'samples/DX_APIUsage/BasicHLSL.fx')
| -rw-r--r-- | samples/DX_APIUsage/BasicHLSL.fx | 157 |
1 files changed, 157 insertions, 0 deletions
diff --git a/samples/DX_APIUsage/BasicHLSL.fx b/samples/DX_APIUsage/BasicHLSL.fx new file mode 100644 index 0000000..a13230e --- /dev/null +++ b/samples/DX_APIUsage/BasicHLSL.fx @@ -0,0 +1,157 @@ +//-------------------------------------------------------------------------------------- +// File: BasicHLSL.fx +// +// The effect file for the BasicHLSL sample. +// +// Copyright (c) Microsoft Corporation. All rights reserved. +//-------------------------------------------------------------------------------------- + + +//-------------------------------------------------------------------------------------- +// Global variables +//-------------------------------------------------------------------------------------- +float4 g_MaterialAmbientColor; // Material's ambient color +float4 g_MaterialDiffuseColor; // Material's diffuse color +int g_nNumLights; + +float3 g_LightDir; // Light's direction in world space +float4 g_LightDiffuse; // Light's diffuse color +float4 g_LightAmbient; // Light's ambient color + +texture g_MeshTexture; // Color texture for mesh + +float g_fTime; // App's time in seconds +float4x4 g_mWorld; // World matrix for object +float4x4 g_mWorldViewProjection; // World * View * Projection matrix + + + +//-------------------------------------------------------------------------------------- +// Texture samplers +//-------------------------------------------------------------------------------------- +sampler MeshTextureSampler = +sampler_state +{ + Texture = <g_MeshTexture>; + MipFilter = LINEAR; + MinFilter = LINEAR; + MagFilter = LINEAR; +}; + + +//-------------------------------------------------------------------------------------- +// Vertex shader output structure +//-------------------------------------------------------------------------------------- +struct VS_OUTPUT +{ + float4 Position : POSITION; // vertex position + float4 Diffuse : COLOR0; // vertex diffuse color (note that COLOR0 is clamped from 0..1) + float2 TextureUV : TEXCOORD0; // vertex texture coords +}; + + +//-------------------------------------------------------------------------------------- +// This shader computes standard transform and lighting +//-------------------------------------------------------------------------------------- +VS_OUTPUT RenderSceneVS( float4 vPos : POSITION, + float3 vNormal : NORMAL, + float2 vTexCoord0 : TEXCOORD0, + uniform int nNumLights, + uniform bool bTexture, + uniform bool bAnimate ) +{ + + VS_OUTPUT Output; + float3 vNormalWorldSpace; + + // Transform the position from object space to homogeneous projection space + Output.Position = mul(vPos, g_mWorldViewProjection); + + // Transform the normal from object space to world space + vNormalWorldSpace = normalize(mul(vNormal, (float3x3)g_mWorld)); // normal (world space) + + // Compute simple directional lighting equation + float3 vTotalLightDiffuse = float3(0,0,0); + for(int i=0; i<nNumLights; i++ ) + vTotalLightDiffuse += g_LightDiffuse * max(0,dot(vNormalWorldSpace, g_LightDir)); + + Output.Diffuse.rgb = g_MaterialDiffuseColor * vTotalLightDiffuse + + g_MaterialAmbientColor * g_LightAmbient; + Output.Diffuse.a = 1.0f; + + // Just copy the texture coordinate through + if( bTexture ) + Output.TextureUV = vTexCoord0; + else + Output.TextureUV = 0; + + return Output; +} + + +//-------------------------------------------------------------------------------------- +// Pixel shader output structure +//-------------------------------------------------------------------------------------- +struct PS_OUTPUT +{ + float4 RGBColor : COLOR0; // Pixel color +}; + + +//-------------------------------------------------------------------------------------- +// This shader outputs the pixel's color by modulating the texture's +// color with diffuse material color +//-------------------------------------------------------------------------------------- +PS_OUTPUT RenderScenePS( VS_OUTPUT In, + uniform bool bTexture ) +{ + PS_OUTPUT Output; + + // Lookup mesh texture and modulate it with diffuse + if( bTexture ) + Output.RGBColor = tex2D(MeshTextureSampler, In.TextureUV) * In.Diffuse; + else + Output.RGBColor = In.Diffuse; + + return Output; +} + + +//-------------------------------------------------------------------------------------- +// Renders scene to render target +//-------------------------------------------------------------------------------------- +technique RenderSceneWithTexture1Light +{ + pass P0 + { + VertexShader = compile vs_2_0 RenderSceneVS( 1, true, true ); + PixelShader = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired) + } +} + +technique RenderSceneWithTexture2Light +{ + pass P0 + { + VertexShader = compile vs_2_0 RenderSceneVS( 2, true, true ); + PixelShader = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired) + } +} + +technique RenderSceneWithTexture3Light +{ + pass P0 + { + VertexShader = compile vs_2_0 RenderSceneVS( 3, true, true ); + PixelShader = compile ps_2_0 RenderScenePS( true ); // trivial pixel shader (could use FF instead if desired) + } +} + +technique RenderSceneNoTexture +{ + pass P0 + { + VertexShader = compile vs_2_0 RenderSceneVS( 1, false, false ); + PixelShader = compile ps_2_0 RenderScenePS( false ); // trivial pixel shader (could use FF instead if desired) + } +} |