/*********************************************************************NVMH3**** File: $Id: //sw/devtools/SDK/9.5/SDK/MEDIA/HLSL/SimpleTexPs.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: A dead-simple cmpination of vertex and pixel shaders for dx8-class shading. Simple one-pass lambertian shading of a textured surface is the name of the game. /************* TWEAKABLES **************/ float Script : STANDARDSGLOBAL < string UIWidget = "none"; string ScriptClass = "object"; string ScriptOrder = "standard"; string ScriptOutput = "color"; string Script = "Technique=t0;"; > = 0.8; float4x4 WorldIT : WorldInverseTranspose < string UIWidget="None"; >; float4x4 WorldViewProj : WorldViewProjection < string UIWidget="None"; >; float4x4 World : World < string UIWidget="None"; >; float4x4 ViewI : ViewInverseTranspose < string UIWidget="None"; >; /////////////// float3 LightPos : Position < string Object = "PointLight"; string Space = "World"; > = {-10.0f, 10.0f, -10.0f}; float3 AmbiColor : Ambient = {0.1f, 0.1f, 0.1f}; texture ColorTexture : DIFFUSE < string ResourceName = "default_color.dds"; string ResourceType = "2D"; >; sampler2D cmap = sampler_state { Texture = ; MinFilter = Linear; MagFilter = Linear; MipFilter = None; }; /******************************************************************************/ /* data from application vertex buffer */ struct appdata { float3 Position : POSITION; float4 UV : TEXCOORD0; float4 Normal : NORMAL; }; /* data passed from vertex shader to pixel shader */ struct vertexOutput { float4 HPosition : POSITION; float2 TexCoord0 : TEXCOORD0; float4 diffCol : COLOR0; }; /*********** vertex shader ******/ vertexOutput lambVS(appdata IN) { vertexOutput OUT; float3 Nn = normalize(mul(IN.Normal, WorldIT).xyz); float4 Po = float4(IN.Position.xyz,1); OUT.HPosition = mul(Po, WorldViewProj); float3 Pw = mul(Po, World).xyz; float3 Ln = normalize(LightPos - Pw); float ldn = dot(Ln,Nn); float diffComp = max(0,ldn); OUT.diffCol = float4((diffComp.xxx + AmbiColor),1); OUT.TexCoord0 = IN.UV.xy; return OUT; } /********* pixel shader ********/ float4 myps(vertexOutput IN) : COLOR { float4 texColor = tex2D(cmap, IN.TexCoord0); float4 result = texColor * IN.diffCol; return result; } /*************/ technique t0 < string Script = "Pass=p0;"; > { pass p0 < string Script = "Draw=geometry;"; > { VertexShader = compile vs_1_1 lambVS(); ZEnable = true; ZWriteEnable = true; CullMode = None; PixelShader = compile ps_1_1 myps(); } } /***************************** eof ***/