mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-24 07:05:37 +01:00
62 lines
1.7 KiB
HLSL
62 lines
1.7 KiB
HLSL
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//--------------------------------------------------------------------------------------
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// Sky.fx
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// Experimental sky shader. Does nothing currently.
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//--------------------------------------------------------------------------------------
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float4x4 g_mWorldViewProjection : WorldViewProjection;
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float4x4 g_World : World;
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float4x4 g_View : View;
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float4x4 g_Projection : Projection;
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float intensityThreshold = 1.f;
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float colorMultiplier = 1.f;
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texture g_SkyTexture;
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sampler g_SkyTextureSampler =
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sampler_state
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{
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Texture = <g_SkyTexture>;
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MipFilter = LINEAR;
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MinFilter = LINEAR;
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MagFilter = LINEAR;
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};
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void RenderSceneVS(
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float3 iPosition : POSITION,
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float2 iTexCoord0 : TEXCOORD0,
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out float4 oPosition : POSITION,
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out float4 oColor0 : COLOR0,
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out float2 oTexCoord0 : TEXCOORD0 )
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{
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oPosition = mul(iPosition, g_mWorldViewProjection);
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//oPosition = mul(iPosition, g_World);
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//oPosition = mul(oPosition, g_View);
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//oPosition = mul(oPosition, g_Projection);
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oColor0 = float4(1, 1, 1, 1);
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oTexCoord0 = iTexCoord0;
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}
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float4 RenderScenePS(
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float4 iColor : COLOR,
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float2 iTexCoord0 : TEXCOORD0) : COLOR0
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{
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//return float4(1, 1, 1, 1);
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return tex2D(g_SkyTextureSampler, iTexCoord0);
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//oColor0 = tex2D(TextureDiffuse0Sampler, iTexCoord0);
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//float intensity = dot(oColor0.rgb, float3(0.3, 0.59, 0.11));
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//float p = smoothstep(intensityThreshold, 1.f, intensity);
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//oColor0 = oColor0 * p * colorMultiplier;
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}
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technique RenderWithPixelShader
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{
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pass Pass0
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{
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VertexShader = compile vs_1_1 RenderSceneVS();
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PixelShader = compile ps_2_0 RenderScenePS();
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ZEnable = FALSE;
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ZWriteEnable = FALSE;
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}
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}
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