www.pudn.com > 3dwind2.0.rar > Ambient_ps.hlsl


/******************************************************************************  
Copyright (c) W.J. van der Laan  
  
Permission is hereby granted, free of charge, to any person obtaining a copy of   
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or substantial portions of the Software.  
  
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******************************************************************************/  
/** Deferred shading framework  
	// W.J. :wumpus: van der Laan 2005 //  
	  
	Post shader: Multipass, ambient (base) pass  
*/  
sampler Tex0: register(s0);  
sampler Tex1: register(s1);  
  
// Ambient and depth pass  
float4 ambientColor;  
  
float4x4 proj;  
  
struct POUTPUT  
{  
	float4 colour: COLOR;  
	float depth: DEPTH;  
};  
  
POUTPUT main(float2 texCoord: TEXCOORD0, float3 projCoord: TEXCOORD1)  
{  
    float4 a0 = tex2D(Tex0, texCoord); // Attribute 0: Diffuse color+shininess  
    float4 a1 = tex2D(Tex1, texCoord); // Attribute 1: Normal+depth  
      
    // Clip fragment if depth is too close, so the skybox can be rendered on the background  
    clip(a1.w-0.001);  
        
    // Attributes  
    POUTPUT o;  
    float3 colour = a0.rgb;  
    o.colour = float4( ambientColor*colour ,0);  
    o.depth = projCoord.z*proj[2][2] + proj[2][3]/a1.w;  
    return o;  
}