mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-12-23 15:57:22 +01:00
130 lines
2.8 KiB
HLSL
130 lines
2.8 KiB
HLSL
// Copyright (c) Microsoft Corporation. All rights reserved.
|
|
// Licensed under the MIT License.
|
|
//
|
|
// http://go.microsoft.com/fwlink/?LinkId=248929
|
|
// http://create.msdn.com/en-US/education/catalog/sample/stock_effects
|
|
|
|
|
|
Texture2D<float4> Texture : register(t0);
|
|
sampler Sampler : register(s0);
|
|
|
|
|
|
cbuffer Parameters : register(b0)
|
|
{
|
|
float4 DiffuseColor : packoffset(c0);
|
|
float4 AlphaTest : packoffset(c1);
|
|
float3 FogColor : packoffset(c2);
|
|
float4 FogVector : packoffset(c3);
|
|
float4x4 WorldViewProj : packoffset(c4);
|
|
};
|
|
|
|
|
|
#include "Structures.fxh"
|
|
#include "Common.fxh"
|
|
|
|
|
|
// Vertex shader: basic.
|
|
VSOutputTx VSAlphaTest(VSInputTx vin)
|
|
{
|
|
VSOutputTx vout;
|
|
|
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
|
SetCommonVSOutputParams;
|
|
|
|
vout.TexCoord = vin.TexCoord;
|
|
|
|
return vout;
|
|
}
|
|
|
|
|
|
// Vertex shader: no fog.
|
|
VSOutputTxNoFog VSAlphaTestNoFog(VSInputTx vin)
|
|
{
|
|
VSOutputTxNoFog vout;
|
|
|
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
|
SetCommonVSOutputParamsNoFog;
|
|
|
|
vout.TexCoord = vin.TexCoord;
|
|
|
|
return vout;
|
|
}
|
|
|
|
|
|
// Vertex shader: vertex color.
|
|
VSOutputTx VSAlphaTestVc(VSInputTxVc vin)
|
|
{
|
|
VSOutputTx vout;
|
|
|
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
|
SetCommonVSOutputParams;
|
|
|
|
vout.TexCoord = vin.TexCoord;
|
|
vout.Diffuse *= vin.Color;
|
|
|
|
return vout;
|
|
}
|
|
|
|
|
|
// Vertex shader: vertex color, no fog.
|
|
VSOutputTxNoFog VSAlphaTestVcNoFog(VSInputTxVc vin)
|
|
{
|
|
VSOutputTxNoFog vout;
|
|
|
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
|
SetCommonVSOutputParamsNoFog;
|
|
|
|
vout.TexCoord = vin.TexCoord;
|
|
vout.Diffuse *= vin.Color;
|
|
|
|
return vout;
|
|
}
|
|
|
|
|
|
// Pixel shader: less/greater compare function.
|
|
float4 PSAlphaTestLtGt(PSInputTx pin) : SV_Target0
|
|
{
|
|
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
|
|
|
|
clip((color.a < AlphaTest.x) ? AlphaTest.z : AlphaTest.w);
|
|
|
|
ApplyFog(color, pin.Specular.w);
|
|
|
|
return color;
|
|
}
|
|
|
|
|
|
// Pixel shader: less/greater compare function, no fog.
|
|
float4 PSAlphaTestLtGtNoFog(PSInputTxNoFog pin) : SV_Target0
|
|
{
|
|
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
|
|
|
|
clip((color.a < AlphaTest.x) ? AlphaTest.z : AlphaTest.w);
|
|
|
|
return color;
|
|
}
|
|
|
|
|
|
// Pixel shader: equal/notequal compare function.
|
|
float4 PSAlphaTestEqNe(PSInputTx pin) : SV_Target0
|
|
{
|
|
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
|
|
|
|
clip((abs(color.a - AlphaTest.x) < AlphaTest.y) ? AlphaTest.z : AlphaTest.w);
|
|
|
|
ApplyFog(color, pin.Specular.w);
|
|
|
|
return color;
|
|
}
|
|
|
|
|
|
// Pixel shader: equal/notequal compare function, no fog.
|
|
float4 PSAlphaTestEqNeNoFog(PSInputTxNoFog pin) : SV_Target0
|
|
{
|
|
float4 color = Texture.Sample(Sampler, pin.TexCoord) * pin.Diffuse;
|
|
|
|
clip((abs(color.a - AlphaTest.x) < AlphaTest.y) ? AlphaTest.z : AlphaTest.w);
|
|
|
|
return color;
|
|
}
|