//------------------------------------------------------ //-- -- //-- www.riemers.net -- //-- Basic shaders -- //-- Use/modify as you like -- //-- -- //------------------------------------------------------ struct VertexToPixel { float4 Position : POSITION; float4 Color : COLOR0; float LightingFactor: TEXCOORD0; float2 TextureCoords: TEXCOORD1; }; struct PixelToFrame { float4 Color : COLOR0; }; //------- XNA-to-HLSL variables -------- float4x4 xView; float4x4 xProjection; float4x4 xWorld; float3 xLightDirection; float xAmbient; bool xEnableLighting; bool xShowNormals; //------- Texture Samplers -------- Texture xTexture; sampler TextureSampler = sampler_state { texture = ; magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR; AddressU = mirror; AddressV = mirror;}; //------- Technique: Pretransformed -------- VertexToPixel PretransformedVS( float4 inPos : POSITION, float4 inColor: COLOR) { VertexToPixel Output = (VertexToPixel)0; Output.Position = inPos; Output.Color = inColor; return Output; } PixelToFrame PretransformedPS(VertexToPixel PSIn) { PixelToFrame Output = (PixelToFrame)0; Output.Color = PSIn.Color; return Output; } technique Pretransformed_2_0 { pass Pass0 { VertexShader = compile vs_2_0 PretransformedVS(); PixelShader = compile ps_2_0 PretransformedPS(); } } technique Pretransformed { pass Pass0 { VertexShader = compile vs_1_1 PretransformedVS(); PixelShader = compile ps_1_1 PretransformedPS(); } } //------- Technique: Colored -------- VertexToPixel ColoredVS( float4 inPos : POSITION, float4 inColor: COLOR, float3 inNormal: NORMAL) { VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.Color = inColor; float3 Normal = normalize(mul(normalize(inNormal), xWorld)); Output.LightingFactor = 1; if (xEnableLighting) Output.LightingFactor = saturate(dot(Normal, -xLightDirection)); return Output; } PixelToFrame ColoredPS(VertexToPixel PSIn) { PixelToFrame Output = (PixelToFrame)0; Output.Color = PSIn.Color; Output.Color.rgb *= saturate(PSIn.LightingFactor + xAmbient); return Output; } technique Colored_2_0 { pass Pass0 { VertexShader = compile vs_2_0 ColoredVS(); PixelShader = compile ps_2_0 ColoredPS(); } } technique Colored { pass Pass0 { VertexShader = compile vs_1_1 ColoredVS(); PixelShader = compile ps_1_1 ColoredPS(); } } //------- Technique: Textured -------- VertexToPixel TexturedVS( float4 inPos : POSITION, float3 inNormal: NORMAL, float2 inTexCoords: TEXCOORD0) { VertexToPixel Output = (VertexToPixel)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(inPos, preWorldViewProjection); Output.TextureCoords = inTexCoords; float3 Normal = normalize(mul(normalize(inNormal), xWorld)); Output.LightingFactor = 1; if (xEnableLighting) Output.LightingFactor = saturate(dot(Normal, -xLightDirection)); return Output; } PixelToFrame TexturedPS(VertexToPixel PSIn) { PixelToFrame Output = (PixelToFrame)0; Output.Color = tex2D(TextureSampler, PSIn.TextureCoords); Output.Color.rgb *= saturate(PSIn.LightingFactor + xAmbient); return Output; } technique Textured_2_0 { pass Pass0 { VertexShader = compile vs_2_0 TexturedVS(); PixelShader = compile ps_2_0 TexturedPS(); } } technique Textured { pass Pass0 { VertexShader = compile vs_1_1 TexturedVS(); PixelShader = compile ps_1_1 TexturedPS(); } } //------- Technique: PointSprites -------- struct SpritesVertexOut { float4 Position : POSITION0; float1 Size : PSIZE; }; struct SpritesPixelIn { #ifdef XBOX float4 TexCoord : SPRITETEXCOORD; #else float2 TexCoord : TEXCOORD0; #endif }; SpritesVertexOut PointSpritesVS (float4 Position : POSITION, float4 Color : COLOR0, float1 Size : PSIZE) { SpritesVertexOut Output = (SpritesVertexOut)0; float4x4 preViewProjection = mul (xView, xProjection); float4x4 preWorldViewProjection = mul (xWorld, preViewProjection); Output.Position = mul(Position, preWorldViewProjection); Output.Size = 1/(pow(Output.Position.z,2)+1 ) * Size; return Output; } PixelToFrame PointSpritesPS(SpritesPixelIn PSIn) { PixelToFrame Output = (PixelToFrame)0; #ifdef XBOX float2 texCoord = abs(PSIn.TexCoord.zw); #else float2 texCoord = PSIn.TexCoord.xy; #endif Output.Color = tex2D(TextureSampler, texCoord); return Output; } technique PointSprites_2_0 { pass Pass0 { PointSpriteEnable = true; VertexShader = compile vs_2_0 PointSpritesVS(); PixelShader = compile ps_2_0 PointSpritesPS(); } } technique PointSprites { pass Pass0 { PointSpriteEnable = true; VertexShader = compile vs_1_1 PointSpritesVS(); PixelShader = compile ps_1_1 PointSpritesPS(); } }