mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-24 23:25:37 +01:00
Add shader project.
This commit is contained in:
parent
dcf44ec7d0
commit
d8a107b5ca
@ -13,32 +13,88 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Giants.Launcher", "Giants.L
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Giants.WebApi.Clients", "Giants.WebApi.Clients\Giants.WebApi.Clients.csproj", "{D4C21170-82D4-4D1F-81EC-036835AC1238}"
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Shaders", "Shaders\Shaders.vcxproj", "{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Debug|x64 = Debug|x64
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Debug|x86 = Debug|x86
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Release|Any CPU = Release|Any CPU
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Release|x64 = Release|x64
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Release|x86 = Release|x86
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{0CD61424-4E74-4A48-A726-729FEA32C50C}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{0CD61424-4E74-4A48-A726-729FEA32C50C}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{0CD61424-4E74-4A48-A726-729FEA32C50C}.Debug|x64.ActiveCfg = Debug|Any CPU
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{0CD61424-4E74-4A48-A726-729FEA32C50C}.Debug|x64.Build.0 = Debug|Any CPU
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{0CD61424-4E74-4A48-A726-729FEA32C50C}.Debug|x86.ActiveCfg = Debug|Any CPU
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{0CD61424-4E74-4A48-A726-729FEA32C50C}.Debug|x86.Build.0 = Debug|Any CPU
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{0CD61424-4E74-4A48-A726-729FEA32C50C}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{0CD61424-4E74-4A48-A726-729FEA32C50C}.Release|Any CPU.Build.0 = Release|Any CPU
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{0CD61424-4E74-4A48-A726-729FEA32C50C}.Release|x64.ActiveCfg = Release|Any CPU
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{0CD61424-4E74-4A48-A726-729FEA32C50C}.Release|x64.Build.0 = Release|Any CPU
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{0CD61424-4E74-4A48-A726-729FEA32C50C}.Release|x86.ActiveCfg = Release|Any CPU
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{0CD61424-4E74-4A48-A726-729FEA32C50C}.Release|x86.Build.0 = Release|Any CPU
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{D426FE47-231B-41F0-AC78-293D12EF66A0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{D426FE47-231B-41F0-AC78-293D12EF66A0}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{D426FE47-231B-41F0-AC78-293D12EF66A0}.Debug|x64.ActiveCfg = Debug|Any CPU
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{D426FE47-231B-41F0-AC78-293D12EF66A0}.Debug|x64.Build.0 = Debug|Any CPU
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{D426FE47-231B-41F0-AC78-293D12EF66A0}.Debug|x86.ActiveCfg = Debug|Any CPU
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{D426FE47-231B-41F0-AC78-293D12EF66A0}.Debug|x86.Build.0 = Debug|Any CPU
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{D426FE47-231B-41F0-AC78-293D12EF66A0}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{D426FE47-231B-41F0-AC78-293D12EF66A0}.Release|Any CPU.Build.0 = Release|Any CPU
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{D426FE47-231B-41F0-AC78-293D12EF66A0}.Release|x64.ActiveCfg = Release|Any CPU
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{D426FE47-231B-41F0-AC78-293D12EF66A0}.Release|x64.Build.0 = Release|Any CPU
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{D426FE47-231B-41F0-AC78-293D12EF66A0}.Release|x86.ActiveCfg = Release|Any CPU
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{D426FE47-231B-41F0-AC78-293D12EF66A0}.Release|x86.Build.0 = Release|Any CPU
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{9A284C34-8F4B-4E20-B74B-1A0AF04EDBD1}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{9A284C34-8F4B-4E20-B74B-1A0AF04EDBD1}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{9A284C34-8F4B-4E20-B74B-1A0AF04EDBD1}.Debug|x64.ActiveCfg = Debug|Any CPU
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{9A284C34-8F4B-4E20-B74B-1A0AF04EDBD1}.Debug|x64.Build.0 = Debug|Any CPU
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{9A284C34-8F4B-4E20-B74B-1A0AF04EDBD1}.Debug|x86.ActiveCfg = Debug|Any CPU
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{9A284C34-8F4B-4E20-B74B-1A0AF04EDBD1}.Debug|x86.Build.0 = Debug|Any CPU
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{9A284C34-8F4B-4E20-B74B-1A0AF04EDBD1}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{9A284C34-8F4B-4E20-B74B-1A0AF04EDBD1}.Release|Any CPU.Build.0 = Release|Any CPU
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{9A284C34-8F4B-4E20-B74B-1A0AF04EDBD1}.Release|x64.ActiveCfg = Release|Any CPU
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{9A284C34-8F4B-4E20-B74B-1A0AF04EDBD1}.Release|x64.Build.0 = Release|Any CPU
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{9A284C34-8F4B-4E20-B74B-1A0AF04EDBD1}.Release|x86.ActiveCfg = Release|Any CPU
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{9A284C34-8F4B-4E20-B74B-1A0AF04EDBD1}.Release|x86.Build.0 = Release|Any CPU
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{612FD606-F072-4A04-9054-65BC592E9D3E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{612FD606-F072-4A04-9054-65BC592E9D3E}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{612FD606-F072-4A04-9054-65BC592E9D3E}.Debug|x64.ActiveCfg = Debug|Any CPU
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{612FD606-F072-4A04-9054-65BC592E9D3E}.Debug|x64.Build.0 = Debug|Any CPU
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{612FD606-F072-4A04-9054-65BC592E9D3E}.Debug|x86.ActiveCfg = Debug|Any CPU
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||||
{612FD606-F072-4A04-9054-65BC592E9D3E}.Debug|x86.Build.0 = Debug|Any CPU
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{612FD606-F072-4A04-9054-65BC592E9D3E}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{612FD606-F072-4A04-9054-65BC592E9D3E}.Release|Any CPU.Build.0 = Release|Any CPU
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{612FD606-F072-4A04-9054-65BC592E9D3E}.Release|x64.ActiveCfg = Release|Any CPU
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{612FD606-F072-4A04-9054-65BC592E9D3E}.Release|x64.Build.0 = Release|Any CPU
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||||
{612FD606-F072-4A04-9054-65BC592E9D3E}.Release|x86.ActiveCfg = Release|Any CPU
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{612FD606-F072-4A04-9054-65BC592E9D3E}.Release|x86.Build.0 = Release|Any CPU
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{D4C21170-82D4-4D1F-81EC-036835AC1238}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{D4C21170-82D4-4D1F-81EC-036835AC1238}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{D4C21170-82D4-4D1F-81EC-036835AC1238}.Debug|x64.ActiveCfg = Debug|Any CPU
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{D4C21170-82D4-4D1F-81EC-036835AC1238}.Debug|x64.Build.0 = Debug|Any CPU
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{D4C21170-82D4-4D1F-81EC-036835AC1238}.Debug|x86.ActiveCfg = Debug|Any CPU
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{D4C21170-82D4-4D1F-81EC-036835AC1238}.Debug|x86.Build.0 = Debug|Any CPU
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{D4C21170-82D4-4D1F-81EC-036835AC1238}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{D4C21170-82D4-4D1F-81EC-036835AC1238}.Release|Any CPU.Build.0 = Release|Any CPU
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{D4C21170-82D4-4D1F-81EC-036835AC1238}.Release|x64.ActiveCfg = Release|Any CPU
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{D4C21170-82D4-4D1F-81EC-036835AC1238}.Release|x64.Build.0 = Release|Any CPU
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{D4C21170-82D4-4D1F-81EC-036835AC1238}.Release|x86.ActiveCfg = Release|Any CPU
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{D4C21170-82D4-4D1F-81EC-036835AC1238}.Release|x86.Build.0 = Release|Any CPU
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|Any CPU.ActiveCfg = Debug|Win32
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|x64.ActiveCfg = Debug|x64
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|x64.Build.0 = Debug|x64
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|x86.ActiveCfg = Debug|Win32
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|x86.Build.0 = Debug|Win32
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Release|Any CPU.ActiveCfg = Release|Win32
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Release|x64.ActiveCfg = Release|x64
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Release|x64.Build.0 = Release|x64
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Release|x86.ActiveCfg = Release|Win32
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Release|x86.Build.0 = Release|Win32
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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28
Shaders/Shaders.sln
Normal file
28
Shaders/Shaders.sln
Normal file
@ -0,0 +1,28 @@
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 15
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VisualStudioVersion = 15.0.26228.4
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Shaders", "Shaders.vcxproj", "{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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Debug|x86 = Debug|x86
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Release|x64 = Release|x64
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Release|x86 = Release|x86
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|x64.ActiveCfg = Debug|x64
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|x64.Build.0 = Debug|x64
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|x86.ActiveCfg = Debug|Win32
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Debug|x86.Build.0 = Debug|Win32
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Release|x64.ActiveCfg = Release|x64
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Release|x64.Build.0 = Release|x64
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Release|x86.ActiveCfg = Release|Win32
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{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}.Release|x86.Build.0 = Release|Win32
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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EndGlobal
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94
Shaders/Shaders.vcxproj
Normal file
94
Shaders/Shaders.vcxproj
Normal file
@ -0,0 +1,94 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
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<Configuration>Release</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|x64">
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<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|x64">
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<Configuration>Release</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<VCProjectVersion>15.0</VCProjectVersion>
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<ProjectGuid>{9A0AF60B-3C3B-45B7-B5E1-4C9997A68EBB}</ProjectGuid>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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</ImportGroup>
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<ImportGroup Label="Shared">
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup />
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<FxCompile>
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<ShaderType>Effect</ShaderType>
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<ShaderModel>2.0</ShaderModel>
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<EntryPointName />
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</FxCompile>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<FxCompile>
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<ShaderType>Effect</ShaderType>
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<ShaderModel>2.0</ShaderModel>
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<EntryPointName />
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</FxCompile>
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</ItemDefinitionGroup>
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<ItemGroup>
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<FxCompile Include="fx\LandBump.fx" />
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<FxCompile Include="fx\Ocean.fx">
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<AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">/Gec %(AdditionalOptions)</AdditionalOptions>
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<AdditionalOptions Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">/Gec %(AdditionalOptions)</AdditionalOptions>
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</FxCompile>
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<FxCompile Include="fx\Sky.fx">
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<EntryPointName Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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</EntryPointName>
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</FxCompile>
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<FxCompile Include="fx\Water.fx" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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268
Shaders/fx.rules
Normal file
268
Shaders/fx.rules
Normal file
@ -0,0 +1,268 @@
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<?xml version="1.0" encoding="utf-8"?>
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<VisualStudioToolFile
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Name="Direct3D Shader Compiler"
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Version="8.00"
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>
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<Rules>
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<CustomBuildRule
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Name="CompileShader"
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||||
DisplayName="Effect File"
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||||
CommandLine="fxc [AllOptions] $(InputPath) /Fo fxo\$(InputName).fxo"
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Outputs="$(InputDir)$(InputName).fxo"
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FileExtensions="*.fx"
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||||
ExecutionDescription="Compiling $(InputFileName)..."
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||||
>
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||||
<Properties>
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||||
<BooleanProperty
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||||
Name="NoLogo"
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||||
DisplayName="Suppress copyright message"
|
||||
Switch="/nologo"
|
||||
DefaultValue="true"
|
||||
/>
|
||||
<BooleanProperty
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||||
Name="DisablePreshaders"
|
||||
DisplayName="Disable preshaders"
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||||
Switch="/Op"
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||||
/>
|
||||
<BooleanProperty
|
||||
Name="DisableOpts"
|
||||
DisplayName="Disable optimizations"
|
||||
Switch="/Od"
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||||
/>
|
||||
<EnumProperty
|
||||
Name="Optimization"
|
||||
DisplayName="Optimization"
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||||
>
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||||
<Values>
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||||
<EnumValue
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||||
Value="0"
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||||
DisplayName="Use default"
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||||
/>
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||||
<EnumValue
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||||
Value="1"
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||||
Switch="/O0"
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||||
DisplayName="Level 0"
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||||
/>
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||||
<EnumValue
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||||
Value="2"
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||||
Switch="/O1"
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||||
DisplayName="Level 1"
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||||
/>
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||||
<EnumValue
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||||
Value="3"
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||||
Switch="/O2"
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||||
DisplayName="Level 2"
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||||
/>
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||||
<EnumValue
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||||
Value="4"
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||||
Switch="/O3"
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||||
DisplayName="Level 3"
|
||||
/>
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||||
</Values>
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||||
</EnumProperty>
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||||
<BooleanProperty
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||||
Name="DisableValidation"
|
||||
DisplayName="Disable validation"
|
||||
Switch="/Vd"
|
||||
/>
|
||||
<BooleanProperty
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||||
Name="EnableDebugging"
|
||||
DisplayName="Enable Debugging"
|
||||
Switch="/Zi"
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||||
/>
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||||
<EnumProperty
|
||||
Name="PackMatrices"
|
||||
DisplayName="Pack Matrix Order"
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||||
>
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||||
<Values>
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||||
<EnumValue
|
||||
Value="0"
|
||||
DisplayName="Use default"
|
||||
/>
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||||
<EnumValue
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||||
Value="1"
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||||
Switch="/Zpr"
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||||
DisplayName="Pack matrices in row-major order"
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||||
/>
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||||
<EnumValue
|
||||
Value="2"
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||||
Switch="/Zpc"
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||||
DisplayName="Pack matrices in column-major order"
|
||||
/>
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||||
</Values>
|
||||
</EnumProperty>
|
||||
<BooleanProperty
|
||||
Name="PartialPrecision"
|
||||
DisplayName="Force partial precision"
|
||||
Switch="/Gpp"
|
||||
/>
|
||||
<EnumProperty
|
||||
Name="FlowControlConstructs"
|
||||
DisplayName="Flow control constructs"
|
||||
>
|
||||
<Values>
|
||||
<EnumValue
|
||||
Value="0"
|
||||
DisplayName="No preference (default)"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="1"
|
||||
Switch="/Gfa"
|
||||
DisplayName="Avoid flow control constructs"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="2"
|
||||
Switch="/Gfp"
|
||||
DisplayName="Prefer Flow control constructs"
|
||||
/>
|
||||
</Values>
|
||||
</EnumProperty>
|
||||
<BooleanProperty
|
||||
Name="PerfMode"
|
||||
DisplayName="Disable Effect Performance Mode"
|
||||
Switch="/Gdp"
|
||||
/>
|
||||
<BooleanProperty
|
||||
Name="StrictMode"
|
||||
DisplayName="Strict mode"
|
||||
Switch="/Ges"
|
||||
/>
|
||||
<BooleanProperty
|
||||
Name="CompatibilityMode"
|
||||
DisplayName="Backwards compatibility mode"
|
||||
Switch="/Gec"
|
||||
/>
|
||||
<BooleanProperty
|
||||
Name="IEEEMode"
|
||||
DisplayName="Force IEE strictness"
|
||||
Switch="/Gis"
|
||||
/>
|
||||
<EnumProperty
|
||||
Name="Profile"
|
||||
DisplayName="Profile"
|
||||
Description="Target Profile"
|
||||
DefaultValue="18"
|
||||
>
|
||||
<Values>
|
||||
<EnumValue
|
||||
Value="0"
|
||||
Switch="/Tvs_1_1"
|
||||
DisplayName="vs_1_1"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="1"
|
||||
Switch="/Tvs_2_0"
|
||||
DisplayName="vs_2_0"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="2"
|
||||
Switch="/Tvs_2_a"
|
||||
DisplayName="vs_2_a"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="3"
|
||||
Switch="/Tvs_2_sw"
|
||||
DisplayName="vs_2_sw"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="4"
|
||||
Switch="/Tvs_3_0"
|
||||
DisplayName="vs_3_0"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="5"
|
||||
Switch="/Tvs_3_sw"
|
||||
DisplayName="vs_3_sw"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="6"
|
||||
Switch="/Tvs_4_0"
|
||||
DisplayName="vs_4_0"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="7"
|
||||
Switch="/Tvs_4_1"
|
||||
DisplayName="vs_4_1"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="8"
|
||||
Switch="/Tps_2_0"
|
||||
DisplayName="ps_2_0"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="9"
|
||||
Switch="/Tps_2_a"
|
||||
DisplayName="ps_2_a"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="10"
|
||||
Switch="/Tps_2_b"
|
||||
DisplayName="ps_2_b"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="11"
|
||||
Switch="/Tps_2_sw"
|
||||
DisplayName="ps_2_sw"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="12"
|
||||
Switch="/Tps_3_0"
|
||||
DisplayName="ps_3_0"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="13"
|
||||
Switch="/Tps_3_sw"
|
||||
DisplayName="ps_3_sw"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="14"
|
||||
Switch="/Tps_4_0"
|
||||
DisplayName="ps_4_0"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="15"
|
||||
Switch="/Tps_4_1"
|
||||
DisplayName="ps_4_1"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="16"
|
||||
Switch="/Tgs_4_0"
|
||||
DisplayName="gs_4_0"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="17"
|
||||
Switch="/Tgs_4_1"
|
||||
DisplayName="gs_4_1"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="18"
|
||||
Switch="/Tfx_2_0"
|
||||
DisplayName="fx_2_0"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="19"
|
||||
Switch="/Tfx_4_0"
|
||||
DisplayName="fx_4_0"
|
||||
/>
|
||||
<EnumValue
|
||||
Value="20"
|
||||
Switch="/Tfx_4_1"
|
||||
DisplayName="fx_4_1"
|
||||
/>
|
||||
</Values>
|
||||
</EnumProperty>
|
||||
<BooleanProperty
|
||||
Name="LoadD3DX931DLL"
|
||||
DisplayName="Load d3dx9_31.dll"
|
||||
Switch="/LD"
|
||||
/>
|
||||
<BooleanProperty
|
||||
Name="ChildEffect"
|
||||
DisplayName="Compile as child effect"
|
||||
Description="Compile as child effect for FX 4.x targets"
|
||||
Switch="/Gch"
|
||||
/>
|
||||
</Properties>
|
||||
</CustomBuildRule>
|
||||
</Rules>
|
||||
</VisualStudioToolFile>
|
376
Shaders/fx/LandBump.fx
Normal file
376
Shaders/fx/LandBump.fx
Normal file
@ -0,0 +1,376 @@
|
||||
//--------------------------------------------------------------------------------------
|
||||
// LandBump.fx
|
||||
|
||||
// Land bumpmapping and lighting shader.
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
|
||||
float4x4 g_mWorldViewProjection : WorldViewProjection;
|
||||
float4x4 g_World : World;
|
||||
|
||||
float4x4 g_TexGenTransform0 : TexGenTransform0;
|
||||
float4x4 g_TexGenTransform1 : TexGenTransform1;
|
||||
float4x4 g_ShoreGen : TexGenTransform2;
|
||||
|
||||
float4 g_LightDiffuseColors[MAX_LIGHTS] : EffectLightColors;
|
||||
float3 g_LightPositions[MAX_LIGHTS] : EffectLightPositions;
|
||||
float g_LightRangeSquared[MAX_LIGHTS] : EffectLightRanges;
|
||||
|
||||
float4 g_TextureFactor : TextureFactor;
|
||||
int g_NumLights = 0;
|
||||
|
||||
//////////////////////////////////////////////////////
|
||||
//The sizes of the various terrain UV Coordinates
|
||||
float detailScale = 1;
|
||||
float diffuseScale = 5;
|
||||
float globalScale;
|
||||
float detailMapStrength = 1;
|
||||
|
||||
float3 sunlightVector = float3(.5,.5,.8);
|
||||
|
||||
//The Colour (and brightness) of the Sunlight
|
||||
float3 lightColour = float3(2,2,2);
|
||||
//The colour (and birghtness) of the ambient light
|
||||
float3 ambientColour = float3(.1,.1,.1);
|
||||
|
||||
|
||||
texture g_LandTexture;
|
||||
texture g_LandBumpTexture;
|
||||
texture g_ShoreTexture;
|
||||
texture g_LandDetailTexture;
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Texture samplers
|
||||
//--------------------------------------------------------------------------------------
|
||||
sampler g_LandTextureSampler =
|
||||
sampler_state
|
||||
{
|
||||
Texture = <g_LandTexture>;
|
||||
MipFilter = LINEAR;
|
||||
MinFilter = LINEAR;
|
||||
MagFilter = LINEAR;
|
||||
};
|
||||
|
||||
sampler g_LandBumpTextureSampler =
|
||||
sampler_state
|
||||
{
|
||||
Texture = <g_LandBumpTexture>;
|
||||
MipFilter = LINEAR;
|
||||
MinFilter = LINEAR;
|
||||
MagFilter = LINEAR;
|
||||
};
|
||||
|
||||
sampler g_LandDetailTextureSampler =
|
||||
sampler_state
|
||||
{
|
||||
Texture = <g_LandDetailTexture>;
|
||||
MipFilter = LINEAR;
|
||||
MinFilter = LINEAR;
|
||||
MagFilter = LINEAR;
|
||||
};
|
||||
|
||||
sampler g_ShoreTextureSampler =
|
||||
sampler_state
|
||||
{
|
||||
Texture = <g_LandBumpTexture>;
|
||||
MipFilter = LINEAR;
|
||||
MinFilter = LINEAR;
|
||||
MagFilter = LINEAR;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Vertex shader output structure
|
||||
//--------------------------------------------------------------------------------------
|
||||
struct VS_OUTPUT_BUMP
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float4 LandBumpDiffuse : COLOR1;
|
||||
float4 LandDiffuse : COLOR0;
|
||||
float2 LandBumpTextureUV : TEXCOORD0;
|
||||
float2 LandTextureUV : TEXCOORD1;
|
||||
float3 WorldPos : TEXCOORD2;
|
||||
float3 Normal : TEXCOORD3;
|
||||
float3 ShoreTextureUV : TEXCOORD4;
|
||||
};
|
||||
|
||||
float4 bx2(float4 x)
|
||||
{
|
||||
return float4(2.0f * x.xyzw - 1.0f);
|
||||
}
|
||||
|
||||
|
||||
VS_OUTPUT_BUMP LandBumpVS( float4 vPos : POSITION,
|
||||
float3 vNormal : NORMAL,
|
||||
float4 vDiffuse : COLOR0,
|
||||
float4 vDiffuse2 : COLOR1)
|
||||
{
|
||||
VS_OUTPUT_BUMP Output;
|
||||
|
||||
// Transform the position from object space to homogeneous projection space
|
||||
Output.Position = mul(vPos, g_mWorldViewProjection);
|
||||
|
||||
Output.LandBumpDiffuse = vDiffuse2 * .5f;
|
||||
Output.LandBumpDiffuse.a = 1.0f;
|
||||
|
||||
//Output.LandDiffuse
|
||||
Output.LandDiffuse.rgb = vDiffuse;
|
||||
Output.LandDiffuse.a = 1.0f;
|
||||
|
||||
Output.WorldPos = mul(vPos, g_World);
|
||||
|
||||
// Set dynamically generated tex coords
|
||||
Output.LandBumpTextureUV = mul(vPos, g_TexGenTransform0);
|
||||
Output.LandTextureUV = mul(vPos, g_TexGenTransform1);
|
||||
Output.ShoreTextureUV = mul(vPos, g_ShoreGen);
|
||||
|
||||
// Transform the normal from object space to world space
|
||||
Output.Normal = normalize(mul(vNormal, (float3x3)g_World)); // normal (world space)
|
||||
|
||||
return Output;
|
||||
}
|
||||
|
||||
float4 LandBumpPS(VS_OUTPUT_BUMP input) : COLOR0
|
||||
{
|
||||
float4 normal = bx2(tex2D(g_LandBumpTextureSampler, input.LandBumpTextureUV));
|
||||
float4 normalcol = bx2(input.LandDiffuse);
|
||||
|
||||
float3 normalMap;
|
||||
normalMap = saturate((float4)dot((float3)normal, (float3)normalcol)).xyz;
|
||||
#ifdef MIX_4X
|
||||
float3 texel = tex2D(g_LandTextureSampler, input.LandTextureUV).rgb * tex2D(g_LandTextureSampler, input.LandTextureUV * -0.25).rgb * 4;
|
||||
float3 finalColor = 2.0 * (normalMap * (texel) + input.LandBumpDiffuse);
|
||||
#else
|
||||
float3 finalColor = 2.0 * (normalMap * (tex2D(g_LandTextureSampler, input.LandTextureUV)) + input.LandBumpDiffuse);
|
||||
//finalColor *= tex2D(g_ShoreTextureSampler, input.ShoreTextureUV);
|
||||
#endif
|
||||
|
||||
//finalColor = (g_TextureFactor * (1 - input.LandDiffuse)) + finalColor;
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
// Get light direction for this fragment
|
||||
float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
|
||||
|
||||
// Note: Non-uniform scaling not supported
|
||||
float diffuseLighting = saturate(dot(input.Normal, -lightDir));
|
||||
|
||||
// Introduce fall-off of light intensity
|
||||
diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
|
||||
|
||||
float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
|
||||
|
||||
finalColor += diffuseColor;
|
||||
}
|
||||
|
||||
return float4(finalColor, 1);
|
||||
}
|
||||
|
||||
technique LandBump
|
||||
{
|
||||
pass P0
|
||||
{
|
||||
VertexShader = compile vs_2_0 LandBumpVS();
|
||||
PixelShader = compile ps_2_0 LandBumpPS();
|
||||
}
|
||||
}
|
||||
|
||||
VS_OUTPUT_BUMP LandNormalVS( float4 vPos : POSITION,
|
||||
float3 vNormal : NORMAL,
|
||||
float4 vDiffuse : COLOR0,
|
||||
float4 vDiffuse2 : COLOR1)
|
||||
{
|
||||
VS_OUTPUT_BUMP Output;
|
||||
|
||||
// Transform the position from object space to homogeneous projection space
|
||||
Output.Position = mul(vPos, g_mWorldViewProjection);
|
||||
|
||||
Output.LandBumpDiffuse = vDiffuse2 * .5f;
|
||||
Output.LandBumpDiffuse.a = 1.0f;
|
||||
|
||||
//Output.LandDiffuse
|
||||
Output.LandDiffuse.rgb = vDiffuse;
|
||||
Output.LandDiffuse.a = 1.0f;
|
||||
|
||||
Output.WorldPos = mul(vPos, g_World);
|
||||
|
||||
// Set dynamically generated tex coords
|
||||
Output.LandBumpTextureUV = mul(vPos, g_TexGenTransform0);
|
||||
Output.LandTextureUV = mul(vPos, g_TexGenTransform1);
|
||||
Output.ShoreTextureUV = mul(vPos, g_ShoreGen);
|
||||
|
||||
// Transform the normal from object space to world space
|
||||
Output.Normal = normalize(mul(vNormal, (float3x3)g_World)); // normal (world space)
|
||||
|
||||
return Output;
|
||||
}
|
||||
|
||||
float4 LandNormalPS(VS_OUTPUT_BUMP input) : COLOR0
|
||||
{
|
||||
float4 Output;
|
||||
//Get Global Normal from the full terrain normal map
|
||||
float3 Normal = tex2D(g_LandBumpTextureSampler, input.LandTextureUV);
|
||||
Normal[0] -= .5;
|
||||
Normal[1] -= .5;
|
||||
Normal[2] -= .5;
|
||||
Normal = normalize(Normal);
|
||||
|
||||
|
||||
//{
|
||||
//
|
||||
// //Get Detail Normal from the detail map
|
||||
// float3 detailNormalMap = (tex2D(g_LandDetailTextureSampler, input.LandTextureUV*100/detailScale));
|
||||
// detailNormalMap[0] -= .5;
|
||||
// detailNormalMap[1] -= .5;
|
||||
// detailNormalMap[2] -= .5;
|
||||
// //Multiply Detail Normal by detailMapStrength
|
||||
// detailNormalMap[0] = mul(detailNormalMap[0], detailMapStrength);
|
||||
// detailNormalMap[1] = mul(detailNormalMap[1], detailMapStrength);
|
||||
//
|
||||
// //Normalize detail Normal
|
||||
// detailNormalMap = normalize(detailNormalMap);
|
||||
//
|
||||
// if(false)
|
||||
// {
|
||||
// //Generate the Tangent Basis for the Detail Normal Map.
|
||||
// float3x3 tangentBasis;
|
||||
//
|
||||
// tangentBasis[0] = cross(Normal, float3(1,0,0));
|
||||
// tangentBasis[1] = cross(Normal, tangentBasis[0]);
|
||||
// tangentBasis[2] = Normal;
|
||||
//
|
||||
// detailNormalMap = detailNormalMap, detailMapStrength;
|
||||
//
|
||||
// Normal = mul(detailNormalMap, tangentBasis);
|
||||
// Normal = normalize(Normal);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// Normal = normalize(Normal*2+detailNormalMap*detailMapStrength);
|
||||
// }
|
||||
//}
|
||||
|
||||
float3 sv = normalize(sunlightVector);
|
||||
float3 lightLevel;
|
||||
lightLevel[0] = max(dot(Normal, sv), 0)*lightColour[0]*2;//+ambientColour[0];
|
||||
lightLevel[1] = max(dot(Normal, sv), 0)*lightColour[1]*2;//+ambientColour[1];
|
||||
lightLevel[2] = max(dot(Normal, sv), 0)*lightColour[2]*2;//+ambientColour[2];
|
||||
|
||||
return float4(tex2D(g_LandTextureSampler, input.LandTextureUV) * lightLevel, 1) + input.LandBumpDiffuse;
|
||||
|
||||
|
||||
|
||||
float4 normal = bx2(tex2D(g_LandBumpTextureSampler, input.LandBumpTextureUV));
|
||||
float4 normalcol = bx2(input.LandDiffuse);
|
||||
|
||||
float3 normalMap;
|
||||
normalMap = saturate((float4)dot((float3)normal, (float3)normalcol)).xyz;
|
||||
#ifdef MIX_4X
|
||||
float3 texel = tex2D(g_LandTextureSampler, input.LandTextureUV).rgb * tex2D(g_LandTextureSampler, input.LandTextureUV * -0.25).rgb * 4;
|
||||
float3 finalColor = 2.0 * (normalMap * (texel) + input.LandBumpDiffuse);
|
||||
#else
|
||||
float3 finalColor = 2.0 * (normalMap * (tex2D(g_LandTextureSampler, input.LandTextureUV)) + input.LandBumpDiffuse);
|
||||
//finalColor *= tex2D(g_ShoreTextureSampler, input.ShoreTextureUV);
|
||||
#endif
|
||||
|
||||
//finalColor = (g_TextureFactor * (1 - input.LandDiffuse)) + finalColor;
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
// Get light direction for this fragment
|
||||
float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
|
||||
|
||||
// Note: Non-uniform scaling not supported
|
||||
float diffuseLighting = saturate(dot(input.Normal, -lightDir));
|
||||
|
||||
// Introduce fall-off of light intensity
|
||||
diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
|
||||
|
||||
float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
|
||||
|
||||
finalColor += diffuseColor;
|
||||
}
|
||||
|
||||
return float4(finalColor, 1);
|
||||
}
|
||||
|
||||
technique LandNormal
|
||||
{
|
||||
pass P0
|
||||
{
|
||||
VertexShader = compile vs_2_0 LandNormalVS();
|
||||
PixelShader = compile ps_2_0 LandNormalPS();
|
||||
}
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Vertex shader output structure
|
||||
//--------------------------------------------------------------------------------------
|
||||
struct VS_OUTPUT
|
||||
{
|
||||
float4 Position : POSITION;
|
||||
float4 Diffuse : COLOR0;
|
||||
float2 TextureUV : TEXCOORD0;
|
||||
float3 Normal : TEXCOORD1;
|
||||
float3 WorldPos : TEXCOORD2;
|
||||
};
|
||||
|
||||
VS_OUTPUT LandscapeVS( float4 vPos : POSITION,
|
||||
float3 vNormal : NORMAL,
|
||||
float4 vDiffuse : COLOR0)
|
||||
{
|
||||
VS_OUTPUT Output;
|
||||
|
||||
// Transform the position from object space to homogeneous projection space
|
||||
Output.Position = mul(vPos, g_mWorldViewProjection);
|
||||
|
||||
// Transform the normal from object space to world space
|
||||
Output.Normal = normalize(mul(vNormal, (float3x3)g_World)); // normal (world space)
|
||||
|
||||
Output.Diffuse.rgb = vDiffuse;
|
||||
Output.Diffuse.a = 1.0f;
|
||||
|
||||
Output.WorldPos = mul(vPos, g_World);
|
||||
|
||||
// Set dynamically generated tex coords
|
||||
Output.TextureUV = mul(vPos, g_TexGenTransform0);
|
||||
|
||||
return Output;
|
||||
}
|
||||
|
||||
float4 LandscapePS(VS_OUTPUT input) : COLOR0
|
||||
{
|
||||
float4 finalColor = 0;
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
// Get light direction for this fragment
|
||||
float3 lightDir = normalize(input.WorldPos - g_LightPositions[i]); // per pixel diffuse lighting
|
||||
|
||||
// Note: Non-uniform scaling not supported
|
||||
float diffuseLighting = saturate(dot(input.Normal, -lightDir));
|
||||
|
||||
// Introduce fall-off of light intensity
|
||||
diffuseLighting *= (g_LightRangeSquared[i] / dot(g_LightPositions[i] - input.WorldPos, g_LightPositions[i] - input.WorldPos));
|
||||
|
||||
float4 diffuseColor = diffuseLighting * g_LightDiffuseColors[i];
|
||||
|
||||
finalColor += diffuseColor;
|
||||
}
|
||||
|
||||
#ifdef MIX_4X
|
||||
float3 texel = tex2D(g_LandTextureSampler, input.TextureUV).rgb * tex2D(g_LandTextureSampler, input.TextureUV * -0.25).rgb * 4;
|
||||
#else
|
||||
float3 texel = tex2D(g_LandTextureSampler, input.TextureUV);
|
||||
#endif
|
||||
return float4(saturate((texel.xyz + input.Diffuse) + (finalColor)), 1.0f);
|
||||
}
|
||||
|
||||
technique Landscape
|
||||
{
|
||||
pass P0
|
||||
{
|
||||
VertexShader = compile vs_2_0 LandscapeVS();
|
||||
PixelShader = compile ps_2_0 LandscapePS();
|
||||
}
|
||||
}
|
147
Shaders/fx/Ocean.fx
Normal file
147
Shaders/fx/Ocean.fx
Normal file
@ -0,0 +1,147 @@
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Water.fx
|
||||
|
||||
// Ocean water reflection shader.
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
/* Original asm code:
|
||||
ps_1_1
|
||||
tex t0
|
||||
tex t1
|
||||
lrp r0, -v0.w, t0, t1 // lrp = linear interpolate
|
||||
*/
|
||||
|
||||
struct PS_INPUT
|
||||
{
|
||||
float4 color : COLOR0;
|
||||
float4 texCoord0 : TEXCOORD0;
|
||||
float4 texCoord1 : TEXCOORD1;
|
||||
};
|
||||
|
||||
sampler s0, s1;
|
||||
|
||||
float4 MainPS(const PS_INPUT input) : COLOR0
|
||||
{
|
||||
// Interpolate linearly between Environment Texture, seabed, and inverted alpha of current pixel
|
||||
return lerp(tex2D(s1, input.texCoord1), tex2D(s0, input.texCoord0), 1-input.color.a);
|
||||
}
|
||||
|
||||
// C45: {0.00333, 0, 0, 0}
|
||||
// C44:
|
||||
// C27: {0, 1.0, 0.5, 0.25}
|
||||
// C26: {minfog, maxfog, 1.0f / (maxfog - minfog), 1.0}
|
||||
|
||||
float4 const44 : register(c44);
|
||||
matrix<float, 4, 4> matWorld : WorldViewProjectionTranspose : register(c2);
|
||||
float4 fog : register (c26);
|
||||
texture tex0;
|
||||
texture tex1;
|
||||
|
||||
struct VS_OUTPUT
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
float4 texCoord1 : TEXCOORD1;
|
||||
//float4 texCoord0 : TEXCOORD0;
|
||||
//float4 color : COLOR0;
|
||||
//float fog : FOG;
|
||||
};
|
||||
|
||||
struct VS_INPUT
|
||||
{
|
||||
float4 pos : POSITION;
|
||||
};
|
||||
|
||||
VS_OUTPUT MainVS(const VS_INPUT input)
|
||||
{
|
||||
float4 const27 = {0.0f, 1.0f, 0.5f, 0.75f};
|
||||
VS_OUTPUT output;
|
||||
|
||||
output.pos = mul(input.pos, matWorld);
|
||||
|
||||
// add r0, v0, -c44
|
||||
float4 r0 = input.pos + -const44;
|
||||
|
||||
// mov r0.z, -r0.z
|
||||
r0.z = -r0.z;
|
||||
|
||||
// dp3 r0.w, r0, r0
|
||||
r0.w = dot(r0.xyz, r0.xyz);
|
||||
|
||||
// rsq r0.w, r0.w
|
||||
r0.w = rsqrt(r0.w);
|
||||
|
||||
|
||||
// mul oT1.x, -r0, r0.w
|
||||
// mul oT1.y, r0, r0.w
|
||||
// mul oT1.z, r0, r0.w
|
||||
// mov oT1.w, c27.y
|
||||
output.texCoord1.x = -r0 * r0.w;
|
||||
output.texCoord1.y = r0 * r0.w;
|
||||
output.texCoord1.z = r0 * r0.w;
|
||||
output.texCoord1.w = const27.y;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
technique t0
|
||||
{
|
||||
pass p0
|
||||
{
|
||||
Texture[0] = <tex0>; // Seabed texture
|
||||
Texture[1] = <tex1>; // Environment texture
|
||||
|
||||
// All of these constants are set by the game engine before drawing the shader
|
||||
// Each constant register (c# in the asm code) has 4 floating point values
|
||||
|
||||
// World view matrix
|
||||
VertexShaderConstant[2] = <matWorld[0]>;
|
||||
VertexShaderConstant[3] = <matWorld[1]>;
|
||||
VertexShaderConstant[4] = <matWorld[2]>;
|
||||
VertexShaderConstant[5] = <matWorld[3]>;
|
||||
|
||||
VertexShaderConstant[26] = <fog>; // This constant is calculated from the current fog min/max values
|
||||
VertexShaderConstant[27] = {0.0f, 1.0f, 0.5f, 0.75f}; // I don't know what this does but it doesn't change
|
||||
VertexShaderConstant[44] = <const44>; // I don't know what this is
|
||||
VertexShaderConstant[45] = {0.00033333333f, 0, 0, 0}; // I don't know what this does but it doesn't change
|
||||
#if 1 // 1 to use asm shader
|
||||
VertexShader =
|
||||
asm
|
||||
{
|
||||
vs_1_1
|
||||
dcl_position v0
|
||||
dcl_texcoord v2
|
||||
|
||||
/* Places the dot product of the world view matrix and v0 in the output register oPos */
|
||||
dp4 oPos.x, v0, c2
|
||||
dp4 oPos.y, v0, c3
|
||||
dp4 oPos.z, v0, c4
|
||||
dp4 oPos.w, v0, c5
|
||||
|
||||
// this is some kind of vector normalization or transform
|
||||
add r0, v0, -c44
|
||||
mov r0.z, -r0.z
|
||||
dp3 r0.w, r0, r0
|
||||
rsq r0.w, r0.w
|
||||
|
||||
/* Output register for texture 1 (environment texture) is modified by register 0 */
|
||||
mul oT1.x, -r0, r0.w
|
||||
mul oT1.y, r0, r0.w
|
||||
mul oT1.z, r0, r0.w
|
||||
mov oT1.w, c27.y
|
||||
|
||||
rcp r0.w, r0.w
|
||||
mul r0.w, r0.w, c45.x
|
||||
max r0.x, r0.w, c27.x
|
||||
min oD0.w, r0.w, c27.y
|
||||
mov oT0, v2
|
||||
dp4 r0.z, v0, c5
|
||||
add r0.x, -r0.z, c26.y
|
||||
mul oFog, r0.x, c26.z
|
||||
};
|
||||
#else
|
||||
VertexShader = compile vs_1_1 MainVS();
|
||||
#endif
|
||||
|
||||
PixelShader = compile ps_1_3 MainPS(); // effect will not work > ps 1.3
|
||||
}
|
||||
}
|
61
Shaders/fx/Sky.fx
Normal file
61
Shaders/fx/Sky.fx
Normal file
@ -0,0 +1,61 @@
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Sky.fx
|
||||
|
||||
// Experimental sky shader. Does nothing currently.
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
float4x4 g_mWorldViewProjection : WorldViewProjection;
|
||||
float4x4 g_World : World;
|
||||
float4x4 g_View : View;
|
||||
float4x4 g_Projection : Projection;
|
||||
float intensityThreshold = 1.f;
|
||||
float colorMultiplier = 1.f;
|
||||
texture g_SkyTexture;
|
||||
|
||||
sampler g_SkyTextureSampler =
|
||||
sampler_state
|
||||
{
|
||||
Texture = <g_SkyTexture>;
|
||||
MipFilter = LINEAR;
|
||||
MinFilter = LINEAR;
|
||||
MagFilter = LINEAR;
|
||||
};
|
||||
void RenderSceneVS(
|
||||
float3 iPosition : POSITION,
|
||||
float2 iTexCoord0 : TEXCOORD0,
|
||||
|
||||
out float4 oPosition : POSITION,
|
||||
out float4 oColor0 : COLOR0,
|
||||
out float2 oTexCoord0 : TEXCOORD0 )
|
||||
{
|
||||
oPosition = mul(iPosition, g_mWorldViewProjection);
|
||||
//oPosition = mul(iPosition, g_World);
|
||||
//oPosition = mul(oPosition, g_View);
|
||||
//oPosition = mul(oPosition, g_Projection);
|
||||
oColor0 = float4(1, 1, 1, 1);
|
||||
oTexCoord0 = iTexCoord0;
|
||||
}
|
||||
|
||||
float4 RenderScenePS(
|
||||
float4 iColor : COLOR,
|
||||
float2 iTexCoord0 : TEXCOORD0) : COLOR0
|
||||
{
|
||||
//return float4(1, 1, 1, 1);
|
||||
return tex2D(g_SkyTextureSampler, iTexCoord0);
|
||||
//oColor0 = tex2D(TextureDiffuse0Sampler, iTexCoord0);
|
||||
//float intensity = dot(oColor0.rgb, float3(0.3, 0.59, 0.11));
|
||||
//float p = smoothstep(intensityThreshold, 1.f, intensity);
|
||||
//oColor0 = oColor0 * p * colorMultiplier;
|
||||
}
|
||||
|
||||
technique RenderWithPixelShader
|
||||
{
|
||||
pass Pass0
|
||||
{
|
||||
VertexShader = compile vs_1_1 RenderSceneVS();
|
||||
PixelShader = compile ps_2_0 RenderScenePS();
|
||||
ZEnable = FALSE;
|
||||
ZWriteEnable = FALSE;
|
||||
}
|
||||
}
|
||||
|
62
Shaders/fx/Water.fx
Normal file
62
Shaders/fx/Water.fx
Normal file
@ -0,0 +1,62 @@
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Water.fx
|
||||
|
||||
// Very basic shader that implements D3DTOP_ADDSMOOTH functionality in HLSL, replicating
|
||||
// the original fixed-function water rendering behavior.
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
float4x4 g_WorldViewProjection : WorldViewProjection;
|
||||
float4 g_TextureFactor : TextureFactor;
|
||||
//float4 g_Fog : Fog;
|
||||
|
||||
texture2D g_WaterTexture;
|
||||
sampler2D g_WaterTextureSampler =
|
||||
sampler_state
|
||||
{
|
||||
Texture = <g_WaterTexture>;
|
||||
};
|
||||
|
||||
struct VS_OUTPUT
|
||||
{
|
||||
float4 Position : POSITION; // vertex position
|
||||
float2 TextureUV : TEXCOORD0; // vertex texture coords
|
||||
float4 Color : COLOR0;
|
||||
//float Fog : FOG;
|
||||
};
|
||||
|
||||
VS_OUTPUT RenderSceneVS(float4 inPos : POSITION,
|
||||
float4 inDiffuse : COLOR0,
|
||||
float4 inTextureUV : TEXCOORD0)
|
||||
{
|
||||
VS_OUTPUT Output;
|
||||
|
||||
Output.Position = mul(inPos, g_WorldViewProjection);
|
||||
Output.TextureUV = inTextureUV;
|
||||
Output.Color = inDiffuse;
|
||||
|
||||
// Don't think this is right, but we can use FFP fog unless this is compiled for SM 3.0
|
||||
//float4 r0;
|
||||
//r0.z = inPos.z * g_WorldViewProjection[3];
|
||||
//r0.x = -r0.z + g_Fog.y;
|
||||
//Output.Fog.x = r0.x * g_Fog.z;
|
||||
|
||||
return Output;
|
||||
}
|
||||
|
||||
float4 RenderScenePS(VS_OUTPUT input) : COLOR0
|
||||
{
|
||||
float4 texel = tex2D(g_WaterTextureSampler, input.TextureUV);
|
||||
float4 result = saturate(texel + (1 - texel) * g_TextureFactor); // equivalent to saturate((texel + g_TextureFactor) - (texel * g_TextureFactor));
|
||||
result.a = input.Color.a * g_TextureFactor.a;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
technique RenderScene
|
||||
{
|
||||
pass P0
|
||||
{
|
||||
VertexShader = compile vs_2_0 RenderSceneVS();
|
||||
PixelShader = compile ps_2_0 RenderScenePS();
|
||||
}
|
||||
}
|
0
Shaders/fxo/.gitkeep
Normal file
0
Shaders/fxo/.gitkeep
Normal file
Loading…
Reference in New Issue
Block a user