// 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); float4x3 Bones[72] : packoffset(c26); }; #include "Structures.fxh" #include "Common.fxh" #include "Lighting.fxh" void Skin(inout VSInputNmTxWeights vin, uniform int boneCount) { float4x3 skinning = 0; [unroll] for (int i = 0; i < boneCount; i++) { skinning += Bones[vin.Indices[i]] * vin.Weights[i]; } vin.Position.xyz = mul(vin.Position, skinning); vin.Normal = mul(vin.Normal, (float3x3)skinning); } // Vertex shader: vertex lighting, one bone. VSOutputTx VSSkinnedVertexLightingOneBone(VSInputNmTxWeights vin) { VSOutputTx vout; Skin(vin, 1); CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: vertex lighting, two bones. VSOutputTx VSSkinnedVertexLightingTwoBones(VSInputNmTxWeights vin) { VSOutputTx vout; Skin(vin, 2); CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: vertex lighting, four bones. VSOutputTx VSSkinnedVertexLightingFourBones(VSInputNmTxWeights vin) { VSOutputTx vout; Skin(vin, 4); CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 3); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: one light, one bone. VSOutputTx VSSkinnedOneLightOneBone(VSInputNmTxWeights vin) { VSOutputTx vout; Skin(vin, 1); CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: one light, two bones. VSOutputTx VSSkinnedOneLightTwoBones(VSInputNmTxWeights vin) { VSOutputTx vout; Skin(vin, 2); CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: one light, four bones. VSOutputTx VSSkinnedOneLightFourBones(VSInputNmTxWeights vin) { VSOutputTx vout; Skin(vin, 4); CommonVSOutput cout = ComputeCommonVSOutputWithLighting(vin.Position, vin.Normal, 1); SetCommonVSOutputParams; vout.TexCoord = vin.TexCoord; return vout; } // Vertex shader: pixel lighting, one bone. VSOutputPixelLightingTx VSSkinnedPixelLightingOneBone(VSInputNmTxWeights vin) { VSOutputPixelLightingTx vout; Skin(vin, 1); 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, two bones. VSOutputPixelLightingTx VSSkinnedPixelLightingTwoBones(VSInputNmTxWeights vin) { VSOutputPixelLightingTx vout; Skin(vin, 2); 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, four bones. VSOutputPixelLightingTx VSSkinnedPixelLightingFourBones(VSInputNmTxWeights vin) { VSOutputPixelLightingTx vout; Skin(vin, 4); CommonVSOutputPixelLighting cout = ComputeCommonVSOutputPixelLighting(vin.Position, vin.Normal); SetCommonVSOutputParamsPixelLighting; vout.Diffuse = float4(1, 1, 1, DiffuseColor.a); vout.TexCoord = vin.TexCoord; return vout; } // Pixel shader: vertex lighting. float4 PSSkinnedVertexLighting(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, no fog. float4 PSSkinnedVertexLightingNoFog(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 PSSkinnedPixelLighting(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; }