www.pudn.com > Samples-latest.zip > EnvSphere.fx
//-----------------------------------------------------------------------------
// File: EnvSphere.fx
//
// Desc: The effect file for the rendering of a hermisphere to a cube map.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
float4x4 g_mWorld; // World matrix for object
float4x4 g_mWorldViewProjection; // World * View * Projection matrix
float4 g_MeshVertexNormal;
//-----------------------------------------------------------------------------
// Vertex shader output structure
//-----------------------------------------------------------------------------
struct VS_OUTPUT
{
float4 Position : POSITION; // vertex position
float3 Normal : TEXCOORD;
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 )
{
VS_OUTPUT Output;
float3 vNormalWorldSpace;
// Transform the position from object space to homogeneous projection space
Output.Position = mul(vPos , g_mWorldViewProjection);
Output.Normal = vNormal;
Output.Diffuse = saturate( dot( g_MeshVertexNormal, vNormal ) );
return Output;
}
//-----------------------------------------------------------------------------
// Name: RenderScenePS
// Type: Pixel shader
// Desc: This shader outputs the pixel's color by modulating the texture's
// color with diffuse material color
//-----------------------------------------------------------------------------
float4 RenderScenePS( VS_OUTPUT In ) : COLOR0
{
float4 Output;
Output = dot( g_MeshVertexNormal, normalize( In.Normal ) );
return Output;
}
//-----------------------------------------------------------------------------
// Name: RenderScene
// Type: Technique
// Desc: Renders scene to render target
//-----------------------------------------------------------------------------
technique RenderScene
{
pass P0
{
Cullmode = CW;
VertexShader = compile vs_1_1 RenderSceneVS();
//PixelShader = compile ps_2_0 RenderScenePS();
ColorArg1[0] = DIFFUSE;
ColorOp[0] = SELECTARG1;
}
}