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//--------------------------------------------------------------------------------------
// File: SimpleSample.hlsl
//
// The HLSL file for the SimpleSample sample for the Direct3D 11 device
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// Constant Buffers
//--------------------------------------------------------------------------------------
cbuffer cbPerObject : register( b0 )
{
matrix g_mWorldViewProjection : packoffset( c0 );
matrix g_mWorld : packoffset( c4 );
float4 g_MaterialAmbientColor : packoffset( c8 );
float4 g_MaterialDiffuseColor : packoffset( c9 );
}
cbuffer cbPerFrame : register( b1 )
{
float3 g_vLightDir : packoffset( c0 );
float g_fTime : packoffset( c0.w );
float4 g_LightDiffuse : packoffset( c1 );
};
//-----------------------------------------------------------------------------------------
// Textures and Samplers
//-----------------------------------------------------------------------------------------
Texture2D g_txDiffuse : register( t0 );
SamplerState g_samLinear : register( s0 );
//--------------------------------------------------------------------------------------
// shader input/output structure
//--------------------------------------------------------------------------------------
struct VS_INPUT
{
float4 Position : POSITION; // vertex position
float3 Normal : NORMAL; // this normal comes in per-vertex
float2 TextureUV : TEXCOORD0;// vertex texture coords
};
struct VS_OUTPUT
{
float4 Position : SV_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( VS_INPUT input )
{
VS_OUTPUT Output;
float3 vNormalWorldSpace;
// Transform the position from object space to homogeneous projection space
Output.Position = mul( input.Position, g_mWorldViewProjection );
// Transform the normal from object space to world space
vNormalWorldSpace = normalize(mul(input.Normal, (float3x3)g_mWorld)); // normal (world space)
// Calc diffuse color
Output.Diffuse.rgb = g_MaterialDiffuseColor * g_LightDiffuse * max(0,dot(vNormalWorldSpace, g_vLightDir)) +
g_MaterialAmbientColor;
Output.Diffuse.a = 1.0f;
// Just copy the texture coordinate through
Output.TextureUV = input.TextureUV;
return Output;
}
//--------------------------------------------------------------------------------------
// This shader outputs the pixel's color by modulating the texture's
// color with diffuse material color
//--------------------------------------------------------------------------------------
float4 RenderScenePS( VS_OUTPUT In ) : SV_TARGET
{
// Lookup mesh texture and modulate it with diffuse
return g_txDiffuse.Sample( g_samLinear, In.TextureUV ) * In.Diffuse;
}
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