/*********************************************************************NVMH3**** File: $Id: //sw/devtools/SDK/9.5/SDK/MEDIA/HLSL/SimpleDiffuseHLSL.fx#1 $ Copyright NVIDIA Corporation 2002-2004 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: No vertex shader ******************************************************************************/ float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "object"; string ScriptOrder = "standard"; string ScriptOutput = "color"; string Script = "Technique=t0;"; > = 0.8; texture colorTexture : DIFFUSE < string ResourceName = "default_color.dds"; string ResourceType = "2D"; >; sampler2D cmap = sampler_state { Texture = ; MinFilter = Linear; MagFilter = Linear; MipFilter = None; }; ////////////// float4 myps(in float4 UV : TEXCOORD0) : COLOR { // Lookup the colorMap texture float4 texColor = tex2D(cmap, UV.xy); return texColor; } //////////// technique t0 < string Script = "Pass=p0;"; > { pass p0 < string Script = "Draw=geometry;"; > { ZEnable = true; ZWriteEnable = true; CullMode = None; PixelShader = compile ps_1_1 myps(); } } /////////////////// eof //