// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF // ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO // THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A // PARTICULAR PURPOSE. // // Copyright (c) Microsoft Corporation. All rights reserved. // // http://go.microsoft.com/fwlink/?LinkId=248929 // http://create.msdn.com/en-US/education/catalog/sample/stock_effects Texture2D Texture : register(t0); sampler Sampler : register(s0); cbuffer Parameters : register(b0) { float4 DiffuseColor : packoffset(c0); float3 EmissiveColor : packoffset(c1); float3 SpecularColor : packoffset(c2); float SpecularPower : packoffset(c2.w); float3 LightDirection[3] : packoffset(c3); float3 LightDiffuseColor[3] : packoffset(c6); float3 LightSpecularColor[3] : packoffset(c9); float3 EyePosition : packoffset(c12); float3 FogColor : packoffset(c13); float4 FogVector : packoffset(c14); float4x4 World : packoffset(c15); float3x3 WorldInverseTranspose : packoffset(c19); float4x4 WorldViewProj : packoffset(c22); }; #include "Structures.fxh" #include "Common.fxh" #include "Lighting.fxh" // Vertex shader: basic. VSOutput VSBasic(VSInput vin) { VSOutput vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParams; return vout; } // Vertex shader: no fog. VSOutputNoFog VSBasicNoFog(VSInput vin) { VSOutputNoFog vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParamsNoFog; return vout; } // Vertex shader: vertex color. VSOutput VSBasicVc(VSInputVc vin) { VSOutput vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParams; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: vertex color, no fog. VSOutputNoFog VSBasicVcNoFog(VSInputVc vin) { VSOutputNoFog vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParamsNoFog; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: texture. VSOutputTx VSBasicTx(VSInputTx vin) { VSOutputTx vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: texture, no fog. VSOutputTxNoFog VSBasicTxNoFog(VSInputTx vin) { VSOutputTxNoFog vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParamsNoFog; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: texture + vertex color. VSOutputTx VSBasicTxVc(VSInputTxVc vin) { VSOutputTx vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: texture + vertex color, no fog. VSOutputTxNoFog VSBasicTxVcNoFog(VSInputTxVc vin) { VSOutputTxNoFog vout; CommonVSOutput cout = ComputeCommonVSOutput(vin.Position); SetCommonVSOutputParamsNoFog; vout.TexCoord = vin.TexCoord; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: vertex lighting. VSOutput VSBasicVertexLighting(VSInputNm vin) { VSOutput vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3); SetCommonVSOutputParams; return vout; } // Vertex shader: vertex lighting + vertex color. VSOutput VSBasicVertexLightingVc(VSInputNmVc vin) { VSOutput vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3); SetCommonVSOutputParams; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: vertex lighting + texture. VSOutputTx VSBasicVertexLightingTx(VSInputNmTx vin) { VSOutputTx vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: vertex lighting + texture + vertex color. VSOutputTx VSBasicVertexLightingTxVc(VSInputNmTxVc vin) { VSOutputTx vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: one light. VSOutput VSBasicOneLight(VSInputNm vin) { VSOutput vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1); SetCommonVSOutputParams; return vout; } // Vertex shader: one light + vertex color. VSOutput VSBasicOneLightVc(VSInputNmVc vin) { VSOutput vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1); SetCommonVSOutputParams; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: one light + texture. VSOutputTx VSBasicOneLightTx(VSInputNmTx vin) { VSOutputTx vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: one light + texture + vertex color. VSOutputTx VSBasicOneLightTxVc(VSInputNmTxVc vin) { VSOutputTx vout; CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; vout.Diffuse *= vin.Color; return vout; } // Vertex shader: pixel lighting. VSOutputPixelLighting VSBasicPixelLighting(VSInputNm vin) { VSOutputPixelLighting vout; CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal); SetCommonVSOutputParamsPixelLighting; vout.Diffuse = float4(1, 1, 1, DiffuseColor.a); return vout; } // Vertex shader: pixel lighting + vertex color. VSOutputPixelLighting VSBasicPixelLightingVc(VSInputNmVc vin) { VSOutputPixelLighting vout; CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal); SetCommonVSOutputParamsPixelLighting; vout.Diffuse.rgb = vin.Color.rgb; vout.Diffuse.a = vin.Color.a * DiffuseColor.a; return vout; } // Vertex shader: pixel lighting + texture. VSOutputPixelLightingTx VSBasicPixelLightingTx(VSInputNmTx vin) { VSOutputPixelLightingTx vout; CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal); SetCommonVSOutputParamsPixelLighting; vout.Diffuse = float4(1, 1, 1, DiffuseColor.a); vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: pixel lighting + texture + vertex color. VSOutputPixelLightingTx VSBasicPixelLightingTxVc(VSInputNmTxVc vin) { VSOutputPixelLightingTx vout; CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal); SetCommonVSOutputParamsPixelLighting; vout.Diffuse.rgb = vin.Color.rgb; vout.Diffuse.a = vin.Color.a * DiffuseColor.a; vout.TexCoord = vin.TexCoord; return vout; } // Pixel shader: basic. float4 PSBasic(PSInput pin) : SV_Target0 { float4 color = pin.Diffuse; ApplyFog(color, pin.Specular.w); return color; } // Pixel shader: no fog. float4 PSBasicNoFog(PSInputNoFog pin) : SV_Target0 { return pin.Diffuse; } // Pixel shader: texture. float4 PSBasicTx(PSInputTx pin) : SV_Target0 { float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse; ApplyFog(color, pin.Specular.w); return color; } // Pixel shader: texture, no fog. float4 PSBasicTxNoFog(PSInputTxNoFog pin) : SV_Target0 { return Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse; } // Pixel shader: vertex lighting. float4 PSBasicVertexLighting(PSInput pin) : SV_Target0 { float4 color = pin.Diffuse; AddSpecular(color, pin.Specular.rgb); ApplyFog(color, pin.Specular.w); return color; } // Pixel shader: vertex lighting, no fog. float4 PSBasicVertexLightingNoFog(PSInput pin) : SV_Target0 { float4 color = pin.Diffuse; AddSpecular(color, pin.Specular.rgb); return color; } // Pixel shader: vertex lighting + texture. float4 PSBasicVertexLightingTx(PSInputTx pin) : SV_Target0 { float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse; AddSpecular(color, pin.Specular.rgb); ApplyFog(color, pin.Specular.w); return color; } // Pixel shader: vertex lighting + texture, no fog. float4 PSBasicVertexLightingTxNoFog(PSInputTx pin) : SV_Target0 { float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse; AddSpecular(color, pin.Specular.rgb); return color; } // Pixel shader: pixel lighting. float4 PSBasicPixelLighting(PSInputPixelLighting pin) : SV_Target0 { float4 color = pin.Diffuse; float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz); float3 worldNormal = normalize(pin.NormalWS); ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3); color.rgb *= lightResult.Diffuse; AddSpecular(color, lightResult.Specular); ApplyFog(color, pin.PositionWS.w); return color; } // Pixel shader: pixel lighting + texture. float4 PSBasicPixelLightingTx(PSInputPixelLightingTx pin) : SV_Target0 { float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse; float3 eyeVector = normalize(EyePosition - pin.PositionWS.xyz); float3 worldNormal = normalize(pin.NormalWS); ColorPair lightResult = ComputeLights(eyeVector, worldNormal, 3); color.rgb *= lightResult.Diffuse; AddSpecular(color, lightResult.Specular); ApplyFog(color, pin.PositionWS.w); return color; }