mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-16 19:55:36 +01:00
116 lines
2.4 KiB
HLSL
116 lines
2.4 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);
|
|
Texture2D<float4> Texture2 : register(t1);
|
|
|
|
sampler Sampler : register(s0);
|
|
sampler Sampler2 : register(s1);
|
|
|
|
|
|
cbuffer Parameters : register(b0)
|
|
{
|
|
float4 DiffuseColor : packoffset(c0);
|
|
float3 FogColor : packoffset(c1);
|
|
float4 FogVector : packoffset(c2);
|
|
float4x4 WorldViewProj : packoffset(c3);
|
|
};
|
|
|
|
|
|
#include "Structures.fxh"
|
|
#include "Common.fxh"
|
|
|
|
|
|
// Vertex shader: basic.
|
|
VSOutputTx2 VSDualTexture(VSInputTx2 vin)
|
|
{
|
|
VSOutputTx2 vout;
|
|
|
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
|
SetCommonVSOutputParams;
|
|
|
|
vout.TexCoord = vin.TexCoord;
|
|
vout.TexCoord2 = vin.TexCoord2;
|
|
|
|
return vout;
|
|
}
|
|
|
|
|
|
// Vertex shader: no fog.
|
|
VSOutputTx2NoFog VSDualTextureNoFog(VSInputTx2 vin)
|
|
{
|
|
VSOutputTx2NoFog vout;
|
|
|
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
|
SetCommonVSOutputParamsNoFog;
|
|
|
|
vout.TexCoord = vin.TexCoord;
|
|
vout.TexCoord2 = vin.TexCoord2;
|
|
|
|
return vout;
|
|
}
|
|
|
|
|
|
// Vertex shader: vertex color.
|
|
VSOutputTx2 VSDualTextureVc(VSInputTx2Vc vin)
|
|
{
|
|
VSOutputTx2 vout;
|
|
|
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
|
SetCommonVSOutputParams;
|
|
|
|
vout.TexCoord = vin.TexCoord;
|
|
vout.TexCoord2 = vin.TexCoord2;
|
|
vout.Diffuse *= vin.Color;
|
|
|
|
return vout;
|
|
}
|
|
|
|
|
|
// Vertex shader: vertex color, no fog.
|
|
VSOutputTx2NoFog VSDualTextureVcNoFog(VSInputTx2Vc vin)
|
|
{
|
|
VSOutputTx2NoFog vout;
|
|
|
|
CommonVSOutput cout = ComputeCommonVSOutput(vin.Position);
|
|
SetCommonVSOutputParamsNoFog;
|
|
|
|
vout.TexCoord = vin.TexCoord;
|
|
vout.TexCoord2 = vin.TexCoord2;
|
|
vout.Diffuse *= vin.Color;
|
|
|
|
return vout;
|
|
}
|
|
|
|
|
|
// Pixel shader: basic.
|
|
float4 PSDualTexture(PSInputTx2 pin) : SV_Target0
|
|
{
|
|
float4 color = Texture.Sample(Sampler, pin.TexCoord);
|
|
float4 overlay = Texture2.Sample(Sampler2, pin.TexCoord2);
|
|
|
|
color.rgb *= 2;
|
|
color *= overlay * pin.Diffuse;
|
|
|
|
ApplyFog(color, pin.Specular.w);
|
|
|
|
return color;
|
|
}
|
|
|
|
|
|
// Pixel shader: no fog.
|
|
float4 PSDualTextureNoFog(PSInputTx2NoFog pin) : SV_Target0
|
|
{
|
|
float4 color = Texture.Sample(Sampler, pin.TexCoord);
|
|
float4 overlay = Texture2.Sample(Sampler2, pin.TexCoord2);
|
|
|
|
color.rgb *= 2;
|
|
color *= overlay * pin.Diffuse;
|
|
|
|
return color;
|
|
}
|