diff --git a/tools/assimp_view/Shaders.cpp b/tools/assimp_view/Shaders.cpp index 28f9dcb37..8bcbb9955 100644 --- a/tools/assimp_view/Shaders.cpp +++ b/tools/assimp_view/Shaders.cpp @@ -87,7 +87,7 @@ std::string g_szNormalsShader = std::string( "}\n" // Vertex shader for rendering normals using fixed function pipeline - "VS_OUTPUT RenderNormalsVS_FF(VS_INPUT IN)\n" + "VS_OUTPUT_FF RenderNormalsVS_FF(VS_INPUT IN)\n" "{\n" "VS_OUTPUT_FF Out;\n" "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" @@ -119,9 +119,9 @@ std::string g_szNormalsShader = std::string( "{\n" "CullMode=none;\n" "VertexShader = compile vs_2_0 RenderNormalsVS_FF();\n" - "ColorOp[0] = SelectArg0;\n" + "ColorOp[0] = SelectArg1;\n" "ColorArg0[0] = Diffuse;\n" - "AlphaOp[0] = SelectArg0;\n" + "AlphaOp[0] = SelectArg1;\n" "AlphaArg0[0] = Diffuse;\n" "}\n" "};\n" @@ -296,13 +296,13 @@ std::string g_szDefaultShader = std::string( "}\n" // Vertex shader for fixed function pipeline - "VS_OUTPUT DefaultVShader_FF(VS_INPUT IN)\n" + "VS_OUTPUT_FF DefaultVShader_FF(VS_INPUT IN)\n" "{\n" - "VS_OUTPUT Out;\n" + "VS_OUTPUT_FF Out;\n" // Multiply with the WorldViewProjection matrix "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" - "float3 worldNormal = mul( IN.Normal, float3x3( WorldInverseTranspose)); \n" + "float3 worldNormal = mul( IN.Normal, (float3x3) WorldInverseTranspose); \n" // per-vertex lighting. We simply assume light colors of unused lights to be black "Out.Color = float4( 0.2f, 0.2f, 0.2f, 1.0f); \n" @@ -441,9 +441,9 @@ std::string g_szDefaultShader = std::string( "{\n" "CullMode=none;\n" "VertexShader = compile vs_2_0 DefaultVShader_FF();\n" - "ColorOp[0] = SelectArg0;\n" + "ColorOp[0] = SelectArg1;\n" "ColorArg0[0] = Diffuse;\n" - "AlphaOp[0] = SelectArg0;\n" + "AlphaOp[0] = SelectArg1;\n" "AlphaArg0[0] = Diffuse;\n" "}\n" "};\n" @@ -695,14 +695,14 @@ std::string g_szMaterialShader = std::string( "}\n" // Vertex shader for zero to five lights using the fixed function pixel pipeline - "VS_OUTPUT MaterialVShader_FF(VS_INPUT IN)\n" + "VS_OUTPUT_FF MaterialVShader_FF(VS_INPUT IN)\n" "{\n" "VS_OUTPUT_FF Out;\n" // Multiply with the WorldViewProjection matrix "Out.Position = mul( float4( IN.Position, 1.0f), WorldViewProjection);\n" "float3 worldPos = mul( float4( IN.Position, 1.0f), World);\n" - "float3 worldNormal = mul( IN.Normal, float3x3( WorldInverseTranspose)); \n" + "float3 worldNormal = mul( IN.Normal, (float3x3) WorldInverseTranspose); \n" "Out.TexCoord0 = IN.TexCoord0;\n" // calculate per-vertex diffuse lighting including ambient part @@ -1161,7 +1161,7 @@ std::string g_szMaterialShader = std::string( "ColorArg0[0] = Texture;\n" "ColorArg1[0] = Diffuse;\n" "AlphaOp[0] = Modulate;\n" - "AlphaArg0[0] = Textur;\n" + "AlphaArg0[0] = Texture;\n" "AlphaArg1[0] = Diffuse;\n" "}\n" "};\n" @@ -1269,10 +1269,10 @@ std::string g_szPassThroughShader = std::string( "SrcBlend =srcalpha;\n" "DestBlend =invsrcalpha;\n" "VertexShader = compile vs_2_0 DefaultVShader();\n" - "ColorOp[0] = SelectArg0;\n" + "ColorOp[0] = SelectArg1;\n" "ColorArg0[0] = Texture;\n" - "AlphaOp[0] = SelectArg0;\n" - "AlphaArg0[0] = Textur;\n" + "AlphaOp[0] = SelectArg1;\n" + "AlphaArg0[0] = Texture;\n" "}\n" "};\n" ); diff --git a/tools/assimp_view/assimp_view.cpp b/tools/assimp_view/assimp_view.cpp index 727f4bc62..79415f4c4 100644 --- a/tools/assimp_view/assimp_view.cpp +++ b/tools/assimp_view/assimp_view.cpp @@ -955,8 +955,7 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/) { if( piBuffer) { - MessageBox(g_hDlg,(LPCSTR - )piBuffer->GetBufferPointer(),"HLSL",MB_OK); + MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK); piBuffer->Release(); } return 0; @@ -974,8 +973,7 @@ int CreateDevice (bool p_bMultiSample,bool p_bSuperSample,bool bHW /*= true*/) { if( piBuffer) { - MessageBox(g_hDlg,(LPCSTR - )piBuffer->GetBufferPointer(),"HLSL",MB_OK); + MessageBox(g_hDlg,(LPCSTR)piBuffer->GetBufferPointer(),"HLSL",MB_OK); piBuffer->Release(); } return 0;