/*********************************************************************NVMH3**** File: $Id: //sw/devtools/SDK/9.5/SDK/MEDIA/HLSL/PureTexture.fx#1 $ Copyright NVIDIA Corporation 2003 TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. Comments: Just Show Me The Texture $Date: 2005/06/23 $ $Revision: #1 $ ******************************************************************************/ float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "object"; string ScriptOrder = "standard"; string ScriptOutput = "color"; string Script = "Technique=Technique?texColor:texAlpha;"; > = 0.8; float3 BaseColor < string UIName = "Tint"; string UIWidget = "Color"; > = {1.0f, 1.0f, 1.0f}; texture colorMap : DIFFUSE < string ResourceName = "default_color.dds"; string ResourceType = "2D"; >; sampler2D colorSampler = sampler_state { Texture = ; MinFilter = Linear; MagFilter = Linear; MipFilter = Linear; }; /*************************************************/ /*** automatically-tracked "untweakables" ********/ /*************************************************/ float4x4 WorldViewProj : WorldViewProjection < string UIWidget="None"; >; /**************************************/ /***** STRUCTS ************************/ /**************************************/ struct appdata { float3 Position : POSITION; float4 UV : TEXCOORD0; }; struct vertData { float4 HPosition : POSITION; float2 UV : TEXCOORD0; }; ///////////// vertex shader /// vertData pureTexVS(appdata IN) { vertData OUT; float4 objPos = float4(IN.Position.x,IN.Position.y,IN.Position.z,1.0); float4 hpos = mul(objPos, WorldViewProj); OUT.UV = IN.UV.xy; OUT.HPosition = hpos; return OUT; } ////////////////// pixel shaders //// float4 colorPS(vertData IN) : COLOR { float3 map = tex2D(colorSampler,IN.UV).xyz; return float4((map*BaseColor),1); } float4 alphaPS(vertData IN) : COLOR { float map = tex2D(colorSampler,IN.UV).w; return float4((map*BaseColor),1); } /****************************************************/ /********** TECHNIQUES ******************************/ /****************************************************/ technique texColor < string Script = "Pass=p0;"; > { pass p0 < string Script = "Draw=geometry;"; > { VertexShader = compile vs_1_1 pureTexVS(); ZEnable = true; ZWriteEnable = true; CullMode = None; PixelShader = compile ps_1_1 colorPS(); } } technique texAlpha < string Script = "Pass=p0;"; > { pass p0 < string Script = "Draw=geometry;"; > { VertexShader = compile vs_1_1 pureTexVS(); ZEnable = true; ZWriteEnable = true; CullMode = None; PixelShader = compile ps_1_1 alphaPS(); } } /***************************** eof ***/