www.pudn.com > Samples-latest.zip > BasicSH.fx


//-----------------------------------------------------------------------------
// File: BasicSH.fx
//
// Desc: The effect file for the BasicSH sample.
//-----------------------------------------------------------------------------


//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------

texture		g_MeshTexture;			// Color texture for mesh

float		g_fTime;					// App's time in seconds
float4x4	g_mWorld;					// World matrix for object
float4x4	g_mWorldViewProjection;	// World * View * Projection matrix

float4		g_LightDir;

//-----------------------------------------------------------------------------
// Texture samplers
//-----------------------------------------------------------------------------
sampler MeshTextureSampler = 
sampler_state
{
    Texture = ;    
    MipFilter = LINEAR;
    MinFilter = LINEAR;
    MagFilter = LINEAR;
};


//-----------------------------------------------------------------------------
// Vertex shader output structure
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
    float4 Position   : POSITION;   // vertex position 
    float4 Diffuse    : COLOR0;     // vertex diffuse color
};


//-----------------------------------------------------------------------------
// Name: RenderSceneVS
// Type: Vertex shader                                      
// Desc: This shader computes standard transform and lighting
//-----------------------------------------------------------------------------
VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
                         float3 vNormal : NORMAL,
                         float vDiffuse : BLENDWEIGHT )
{
    VS_OUTPUT Output;
    float3 vNormalWorldSpace;
  
    // Transform the position from object space to homogeneous projection space
    Output.Position = mul(vPos , g_mWorldViewProjection);

    Output.Diffuse = vDiffuse * ( saturate( dot( g_LightDir, vNormal ) ) + 0.3f );

    return Output;
}


//-----------------------------------------------------------------------------
// Pixel shader output structure
//-----------------------------------------------------------------------------
struct PS_OUTPUT
{
    float4 RGBColor : COLOR0;  // Pixel color    
};


//-----------------------------------------------------------------------------
// Name: RenderScenePS                                        
// Type: Pixel shader
// Desc: This shader outputs the pixel's color by modulating the texture's
//		 color with diffuse material color
//-----------------------------------------------------------------------------
PS_OUTPUT RenderScenePS( VS_OUTPUT In ) 
{ 
    PS_OUTPUT Output;
    
    Output.RGBColor = In.Diffuse;

    return Output;
}



//-----------------------------------------------------------------------------
// Name: RenderScene
// Type: Technique                                     
// Desc: Renders scene to render target
//-----------------------------------------------------------------------------
technique RenderScene
{
    pass P0
    {          
        VertexShader = compile vs_1_1 RenderSceneVS();
        //PixelShader  = compile ps_1_1 RenderScenePS();
        
        ColorArg1[0] = DIFFUSE;
        ColorOp[0] = SELECTARG1;
    }
}