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authorJason Maskell <[email protected]>2016-05-09 10:39:54 +0200
committerJason Maskell <[email protected]>2016-05-09 10:39:54 +0200
commit79b3462799c28af8ba586349bd671b1b56e72353 (patch)
tree3b06e36c390254c0dc7f3733a0d32af213d87293 /test/d3d9/skybox.fx
downloadwaveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz
waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip
Initial commit with PS4 and XBone stuff trimmed.
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+// This code contains NVIDIA Confidential Information and is disclosed
+// under the Mutual Non-Disclosure Agreement.
+//
+// Notice
+// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
+// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
+//
+// NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. No third party distribution is allowed unless
+// expressly authorized by NVIDIA. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright � 2008- 2013 NVIDIA Corporation. All rights reserved.
+//
+// NVIDIA Corporation and its licensors retain all intellectual property and proprietary
+// rights in and to this software and related documentation and any modifications thereto.
+// Any use, reproduction, disclosure or distribution of this software and related
+// documentation without an express license agreement from NVIDIA Corporation is
+// strictly prohibited.
+//
+
+//------------------------------------------------------------------------------------
+// Global variables
+//------------------------------------------------------------------------------------
+
+// XForm Matrix
+float4x4 g_matViewProj;
+
+float3 g_EyePos;
+
+//-----------------------------------------------------------------------------------
+// Texture & Samplers
+//-----------------------------------------------------------------------------------
+textureCUBE g_texSkyCube;
+
+// Displacement map for height and choppy field
+sampler g_samplerSkyCube =
+sampler_state
+{
+ texture = (g_texSkyCube);
+ MipFilter = Linear;
+ MinFilter = Linear;
+ MagFilter = Linear;
+
+ AddressU = Clamp;
+ AddressV = Clamp;
+};
+
+struct VS_OUTPUT
+{
+ float4 Position : POSITION;
+ float3 EyeVec : TEXCOORD0;
+};
+
+
+//-----------------------------------------------------------------------------
+// Name: SkyboxVS
+// Type: Vertex shader
+// Desc:
+//-----------------------------------------------------------------------------
+VS_OUTPUT SkyboxVS(float4 vPos : POSITION)
+{
+ VS_OUTPUT Output;
+
+ Output.Position = mul(vPos, g_matViewProj);
+ Output.EyeVec = vPos - g_EyePos;
+
+ return Output;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+// Name: SkyboxPS
+// Type: Pixel shader
+// Desc:
+//-----------------------------------------------------------------------------
+float4 SkyboxPS(VS_OUTPUT In) : COLOR
+{
+ return texCUBE(g_samplerSkyCube, normalize(In.EyeVec));
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Name: OceanWaveTech
+// Type: Technique
+// Desc:
+//-----------------------------------------------------------------------------
+technique SkyboxTech
+{
+ pass P0
+ {
+ VertexShader = compile vs_3_0 SkyboxVS();
+ PixelShader = compile ps_3_0 SkyboxPS();
+
+ ZEnable = True;
+ ZFunc = LessEqual;
+ ZWriteEnable = True;
+ FillMode = Solid;
+ CullMode = None;
+ AlphaBlendEnable = False;
+ AlphaTestEnable = False;
+ ColorWriteEnable = 0x0f;
+ StencilEnable = False;
+ }
+}