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//--------------------------------------------------------------------------------------
// 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)
}
}
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