mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-09-08 19:11:35 +02:00
130 lines
2.8 KiB
HLSL
130 lines
2.8 KiB
HLSL
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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// http://create.msdn.com/en-US/education/catalog/sample/stock_effects
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Texture2D<float4> Texture : register(t0);
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sampler Sampler : register(s0);
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cbuffer Parameters : register(b0)
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{
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float4 DiffuseColor : packoffset(c0);
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float4 AlphaTest : packoffset(c1);
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float3 FogColor : packoffset(c2);
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float4 FogVector : packoffset(c3);
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float4x4 WorldViewProj : packoffset(c4);
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};
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#include "Structures.fxh"
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#include "Common.fxh"
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// Vertex shader: basic.
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VSOutputTx VSAlphaTest(VSInputTx vin)
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{
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VSOutputTx vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: no fog.
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VSOutputTxNoFog VSAlphaTestNoFog(VSInputTx vin)
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{
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VSOutputTxNoFog vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParamsNoFog;
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vout.TexCoord = vin.TexCoord;
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return vout;
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}
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// Vertex shader: vertex color.
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VSOutputTx VSAlphaTestVc(VSInputTxVc vin)
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{
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VSOutputTx vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParams;
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vout.TexCoord = vin.TexCoord;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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// Vertex shader: vertex color, no fog.
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VSOutputTxNoFog VSAlphaTestVcNoFog(VSInputTxVc vin)
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{
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VSOutputTxNoFog vout;
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CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
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SetCommonVSOutputParamsNoFog;
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vout.TexCoord = vin.TexCoord;
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vout.Diffuse *= vin.Color;
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return vout;
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}
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// Pixel shader: less/greater compare function.
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float4 PSAlphaTestLtGt(PSInputTx pin) : SV_Target0
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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clip((color.a < AlphaTest.x) ? AlphaTest.z : AlphaTest.w);
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ApplyFog(color, pin.Specular.w);
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return color;
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}
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// Pixel shader: less/greater compare function, no fog.
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float4 PSAlphaTestLtGtNoFog(PSInputTxNoFog pin) : SV_Target0
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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clip((color.a < AlphaTest.x) ? AlphaTest.z : AlphaTest.w);
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return color;
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}
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// Pixel shader: equal/notequal compare function.
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float4 PSAlphaTestEqNe(PSInputTx pin) : SV_Target0
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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clip((abs(color.a - AlphaTest.x) < AlphaTest.y) ? AlphaTest.z : AlphaTest.w);
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ApplyFog(color, pin.Specular.w);
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return color;
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}
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// Pixel shader: equal/notequal compare function, no fog.
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float4 PSAlphaTestEqNeNoFog(PSInputTxNoFog pin) : SV_Target0
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{
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float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
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clip((abs(color.a - AlphaTest.x) < AlphaTest.y) ? AlphaTest.z : AlphaTest.w);
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return color;
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}
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