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| author | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
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| committer | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
| commit | 79b3462799c28af8ba586349bd671b1b56e72353 (patch) | |
| tree | 3b06e36c390254c0dc7f3733a0d32af213d87293 /test/d3d9/skybox.fx | |
| download | waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip | |
Initial commit with PS4 and XBone stuff trimmed.
Diffstat (limited to 'test/d3d9/skybox.fx')
| -rw-r--r-- | test/d3d9/skybox.fx | 115 |
1 files changed, 115 insertions, 0 deletions
diff --git a/test/d3d9/skybox.fx b/test/d3d9/skybox.fx new file mode 100644 index 0000000..8ab7f16 --- /dev/null +++ b/test/d3d9/skybox.fx @@ -0,0 +1,115 @@ +// 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; + } +} |