//------------------------------------------------------------------------------- /** * This program is distributed under the terms of the GNU Lesser General * Public License (LGPL). * * ASSIMP Viewer Utility * */ //------------------------------------------------------------------------------- #include "stdafx.h" #include "assimp_view.h" namespace AssimpView { std::string g_szNormalsShader = std::string( //-------------------------------------------------------------------------------\n" /**\n" * This program is distributed under the terms of the GNU Lesser General\n * Public License (LGPL). \n *\n * ASSIMP Viewer Utility\n *\n" */ //-------------------------------------------------------------------------------\n" // World * View * Projection matrix\n" // NOTE: Assume that the material uses a WorldViewProjection matrix\n" "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" "float4 OUTPUT_COLOR;\n" // ----------------------------------------------------------------------------\n" // Vertex shader input structure\n" // ----------------------------------------------------------------------------\n" "struct VS_INPUT\n" "{\n" "// Position\n" "float3 Position : POSITION;\n" "};\n" // ----------------------------------------------------------------------------\n" // Vertex shader output structure\n" // ----------------------------------------------------------------------------\n" "struct VS_OUTPUT\n" "{\n" "// Position\n" "float4 Position : POSITION;\n" "};\n" // ----------------------------------------------------------------------------\n" // Vertex shader\n" // ----------------------------------------------------------------------------\n" "VS_OUTPUT RenderNormalsVS(VS_INPUT IN)\n" "{\n" "// Initialize the output structure with zero\n" "VS_OUTPUT Out = (VS_OUTPUT)0;\n" "// Multiply with the WorldViewProjection matrix\n" "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" "return Out;\n" "}\n" // ----------------------------------------------------------------------------\n" // Pixel shader\n" // ----------------------------------------------------------------------------\n" "float4 RenderNormalsPS() : COLOR\n" "{\n" "return OUTPUT_COLOR;\n" "}\n" // ----------------------------------------------------------------------------\n" // Technique for the normal rendering effect (ps_2_0)\n" // ----------------------------------------------------------------------------\n" "technique RenderNormals\n" "{\n" "pass p0\n" "{\n" "CullMode=none;\n" "PixelShader = compile ps_2_0 RenderNormalsPS();\n" "VertexShader = compile vs_2_0 RenderNormalsVS();\n" "}\n" "};\n" ); std::string g_szSkyboxShader = std::string( //-------------------------------------------------------------------------------\n" /**\n" * This program is distributed under the terms of the GNU Lesser General\n * Public License (LGPL). \n *\n * ASSIMP Viewer Utility\n *\n" */ //-------------------------------------------------------------------------------\n" // ----------------------------------------------------------------------------\n" // Sampler and texture for the skybox\n" // ----------------------------------------------------------------------------\n" "textureCUBE lw_tex_envmap;\n" "samplerCUBE EnvironmentMapSampler = sampler_state\n" "{\n" "Texture = (lw_tex_envmap);\n" "AddressU = CLAMP;\n" "AddressV = CLAMP;\n" "AddressW = CLAMP;\n" "MAGFILTER = linear;\n" "MINFILTER = linear;\n" "};\n" // World * View * Projection matrix\n" // NOTE: Assume that the material uses a WorldViewProjection matrix\n" "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" // ----------------------------------------------------------------------------\n" // Vertex shader input structure\n" // ----------------------------------------------------------------------------\n" "struct VS_INPUT\n" "{\n" // Position\n" "float3 Position : POSITION;\n" // 3D-Texture coordinate\n" "float3 Texture0 : TEXCOORD0;\n" "};\n" // ----------------------------------------------------------------------------\n" // Vertex shader output structure\n" // ----------------------------------------------------------------------------\n" "struct VS_OUTPUT\n" "{\n" // Position\n" "float4 Position : POSITION;\n" // 3D-Texture coordinate\n" "float3 Texture0 : TEXCOORD0;\n" "};\n" // ----------------------------------------------------------------------------\n" // Vertex shader\n" // ----------------------------------------------------------------------------\n" "VS_OUTPUT RenderSkyBoxVS(VS_INPUT IN)\n" "{\n" // Initialize the output structure with zero\n" "VS_OUTPUT Out = (VS_OUTPUT)0;\n" // Multiply with the WorldViewProjection matrix\n" "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" // Set z to w to ensure z becomes 1.0 after the division through\n" // w occurs\n" "Out.Position.z = Out.Position.w;\n" // Simply pass through texture coordinates\n" "Out.Texture0 = IN.Texture0;\n" "return Out;\n" "}\n" // ----------------------------------------------------------------------------\n" // Pixel shader\n" // ----------------------------------------------------------------------------\n" "float4 RenderSkyBoxPS(float3 Texture0 : TEXCOORD0) : COLOR\n" "{\n" // Lookup the skybox texture\n" "return texCUBE(EnvironmentMapSampler,Texture0) ;\n" "}\n" // ----------------------------------------------------------------------------\n" // Technique for the skybox shader (ps_2_0)\n" // ----------------------------------------------------------------------------\n" "technique RenderSkyBox\n" "{\n" "pass p0\n" "{\n" "ZWriteEnable = FALSE;\n" "FogEnable = FALSE;\n" "CullMode = NONE;\n" "PixelShader = compile ps_2_0 RenderSkyBoxPS();\n" "VertexShader = compile vs_2_0 RenderSkyBoxVS();\n" "}\n" "};\n" "texture TEXTURE_2D;\n" "sampler TEXTURE_SAMPLER = sampler_state\n" "{\n" "Texture = (TEXTURE_2D);\n" "};\n" // ----------------------------------------------------------------------------\n" "struct VS_OUTPUT2\n" "{\n" "// Position\n" "float4 _Position : POSITION;\n" "// Texture coordinate\n" "float2 _TexCoord0 : TEXCOORD0;\n" "};\n" // ----------------------------------------------------------------------------\n" "VS_OUTPUT2 RenderImageVS(float4 INPosition : POSITION,\n" "float2 INTexCoord0 : TEXCOORD0 )\n" "{\n" // Initialize the output structure with zero\n" "VS_OUTPUT2 Out = (VS_OUTPUT2)0;\n" "Out._Position.xy = INPosition.xy;\n" "Out._Position.z = Out._Position.w = 1.0f;\n" "Out._TexCoord0 = INTexCoord0;\n" "return Out;\n" "}\n" // ----------------------------------------------------------------------------\n" "float4 RenderImagePS(float2 IN : TEXCOORD0) : COLOR\n" "{\n" "return tex2D(TEXTURE_SAMPLER,IN);\n" "}\n" // ----------------------------------------------------------------------------\n" // Technique for the background image shader (ps_2_0)\n" // ----------------------------------------------------------------------------\n" "technique RenderImage2D\n" "{\n" "pass p0\n" "{\n" "ZWriteEnable = FALSE;\n" "FogEnable = FALSE;\n" "CullMode = NONE;\n" "PixelShader = compile ps_2_0 RenderImagePS();\n" "VertexShader = compile vs_2_0 RenderImageVS();\n" "}\n" "};\n" ); std::string g_szDefaultShader = std::string( //-------------------------------------------------------------------------------\n" /**\n" * This program is distributed under the terms of the GNU Lesser General\n * Public License (LGPL). \n *\n * ASSIMP Viewer Utility\n *\n" */ //-------------------------------------------------------------------------------\n" // World * View * Projection matrix\n" // NOTE: Assume that the material uses a WorldViewProjection matrix\n" "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" "float4x4 World : WORLD;\n" "float4x3 WorldInverseTranspose : WORLDINVERSETRANSPOSE;\n" // light colors\n" "float3 afLightColor[5];\n" // light direction \n" "float3 afLightDir[5];\n" // position of the camera in worldspace\n" "float3 vCameraPos : CAMERAPOSITION;\n" // ----------------------------------------------------------------------------\n" // Vertex shader input structure\n" // ----------------------------------------------------------------------------\n" "struct VS_INPUT\n" "{\n" "// Position\n" "float3 Position : POSITION;\n" "float3 Normal : NORMAL;\n" "};\n" // ----------------------------------------------------------------------------\n" // Vertex shader output structure\n" // ----------------------------------------------------------------------------\n" "struct VS_OUTPUT\n" "{\n" // Position\n" "float4 Position : POSITION;\n" "float3 ViewDir : TEXCOORD0;\n" "float3 Normal : TEXCOORD1;\n" "};\n" // ----------------------------------------------------------------------------\n" // Vertex shader\n" // ----------------------------------------------------------------------------\n" "VS_OUTPUT DefaultVShader(VS_INPUT IN)\n" "{\n" // Initialize the output structure with zero\n" "VS_OUTPUT Out = (VS_OUTPUT)0;\n" // Multiply with the WorldViewProjection matrix\n" "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" "float3 WorldPos = mul(float4(IN.Position,1.0f),World);\n" "Out.ViewDir = vCameraPos - WorldPos;\n" "Out.Normal = mul(IN.Normal,WorldInverseTranspose);\n" "return Out;\n" "}\n" // ----------------------------------------------------------------------------\n" // Pixel shader\n" // ----------------------------------------------------------------------------\n" "float4 DefaultPShaderSpecular_D1(VS_OUTPUT IN) : COLOR\n" "{\n" "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" "float3 Normal = normalize(IN.Normal);\n" "float3 ViewDir = normalize(IN.ViewDir);\n" "{\n" "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" "float3 Reflect = reflect (Normal,afLightDir[0]);\n" "float fHalfLambert = L1*L1;\n" "OUT.rgb += afLightColor[0] * (fHalfLambert +\n" "saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,ViewDir),9));\n" "}\n" "return OUT;\n" "}\n" // ----------------------------------------------------------------------------\n" "float4 DefaultPShaderSpecular_D2(VS_OUTPUT IN) : COLOR\n" "{\n" "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" "float3 Normal = normalize(IN.Normal);\n" "float3 ViewDir = normalize(IN.ViewDir);\n" "{\n" "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" "float3 Reflect = reflect (ViewDir,Normal);\n" "float fHalfLambert = L1*L1;\n" "OUT.rgb += afLightColor[0] * (fHalfLambert +\n" "saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,afLightDir[0]),9));\n" "}\n" "{\n" "float L1 = dot(Normal,afLightDir[1]) * 0.5f + 0.5f;\n" "float3 Reflect = reflect (ViewDir,Normal);\n" "float fHalfLambert = L1*L1;\n" "OUT.rgb += afLightColor[1] * (fHalfLambert +\n" "saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,afLightDir[1]),9));\n" "}\n" "return OUT;\n" "}\n" // ----------------------------------------------------------------------------\n" "float4 DefaultPShaderSpecular_PS20_D1(VS_OUTPUT IN) : COLOR\n" "{\n" "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" "float3 Normal = normalize(IN.Normal);\n" "float3 ViewDir = normalize(IN.ViewDir);\n" "{\n" "float L1 = dot(Normal,afLightDir[0]);\n" "float3 Reflect = reflect (Normal,afLightDir[0]);\n" "OUT.rgb += afLightColor[0] * ((L1) +\n" "pow(dot(Reflect,ViewDir),9));\n" "}\n" "return OUT;\n" "}\n" // ----------------------------------------------------------------------------\n" "float4 DefaultPShaderSpecular_PS20_D2(VS_OUTPUT IN) : COLOR\n" "{\n" "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" "float3 Normal = normalize(IN.Normal);\n" "float3 ViewDir = normalize(IN.ViewDir);\n" "{\n" "float L1 = dot(Normal,afLightDir[0]);\n" "float3 Reflect = reflect (Normal,afLightDir[0]);\n" "OUT.rgb += afLightColor[0] * ((L1) +\n" "pow(dot(Reflect,ViewDir),9));\n" "}\n" "{\n" "float L1 = dot(Normal,afLightDir[1]);\n" "float3 Reflect = reflect (Normal,afLightDir[1]);\n" "OUT.rgb += afLightColor[1] * ((L1) +\n" "pow(dot(Reflect,ViewDir),9));\n" "}\n" "return OUT;\n" "}\n" // ----------------------------------------------------------------------------\n" // Technique for the default effect\n" // ----------------------------------------------------------------------------\n" "technique DefaultFXSpecular_D1\n" "{\n" "pass p0\n" "{\n" "CullMode=none;\n" "PixelShader = compile ps_3_0 DefaultPShaderSpecular_D1();\n" "VertexShader = compile vs_3_0 DefaultVShader();\n" "}\n" "};\n" "technique DefaultFXSpecular_D2\n" "{\n" "pass p0\n" "{\n" "CullMode=none;\n" "PixelShader = compile ps_3_0 DefaultPShaderSpecular_D2();\n" "VertexShader = compile vs_3_0 DefaultVShader();\n" "}\n" "};\n" // ----------------------------------------------------------------------------\n" // Technique for the default effect (ps_2_0)\n" // ----------------------------------------------------------------------------\n" "technique DefaultFXSpecular_PS20_D1\n" "{\n" "pass p0\n" "{\n" "CullMode=none;\n" "PixelShader = compile ps_2_0 DefaultPShaderSpecular_PS20_D1();\n" "VertexShader = compile vs_2_0 DefaultVShader();\n" "}\n" "};\n" "technique DefaultFXSpecular_PS20_D2\n" "{\n" "pass p0\n" "{\n" "CullMode=none;\n" "PixelShader = compile ps_2_0 DefaultPShaderSpecular_PS20_D2();\n" "VertexShader = compile vs_2_0 DefaultVShader();\n" "}\n" "};\n" ); std::string g_szMaterialShader = std::string( //-------------------------------------------------------------------------------\n" /**\n" * This program is distributed under the terms of the GNU Lesser General\n * Public License (LGPL). \n *\n * ASSIMP Viewer Utility\n *\n" */ //-------------------------------------------------------------------------------\n" // World * View * Projection matrix\n" // NOTE: Assume that the material uses a WorldViewProjection matrix\n" "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n" "float4x4 World : WORLD;\n" "float4x3 WorldInverseTranspose : WORLDINVERSETRANSPOSE;\n" "#ifndef AV_DISABLESSS\n" "float4x3 ViewProj;\n" "float4x3 InvViewProj;\n" "#endif\n" // light colors (diffuse and specular)\n" "float4 afLightColor[5];\n" "float4 afLightColorAmbient[5];\n" // light direction \n" "float3 afLightDir[5];\n" // position of the camera in worldspace\n" "float3 vCameraPos : CAMERAPOSITION;\n" "#ifdef AV_DIFFUSE_TEXTURE\n" "texture DIFFUSE_TEXTURE;\n" "sampler DIFFUSE_SAMPLER\n" "{\n" "Texture = ;\n" "MinFilter=LINEAR;\n" "MagFilter=LINEAR;\n" "MipFilter=LINEAR;\n" "};\n" "#endif // AV_DIFFUSE_TEXTUR\n" "#ifdef AV_SPECULAR_TEXTURE\n" "texture SPECULAR_TEXTURE;\n" "sampler SPECULAR_SAMPLER\n" "{\n" "Texture = ;\n" "MinFilter=LINEAR;\n" "MagFilter=LINEAR;\n" "MipFilter=LINEAR;\n" "};\n" "#endif // AV_SPECULAR_TEXTUR\n" "#ifdef AV_AMBIENT_TEXTURE\n" "texture AMBIENT_TEXTURE;\n" "sampler AMBIENT_SAMPLER\n" "{\n" "Texture = ;\n" "MinFilter=LINEAR;\n" "MagFilter=LINEAR;\n" "MipFilter=LINEAR;\n" "};\n" "#endif // AV_AMBIENT_TEXTUR\n" "#ifdef AV_OPACITY_TEXTURE\n" "texture OPACITY_TEXTURE;\n" "sampler OPACITY_SAMPLER\n" "{\n" "Texture = ;\n" "MinFilter=LINEAR;\n" "MagFilter=LINEAR;\n" "MipFilter=LINEAR;\n" "};\n" "#endif // AV_OPACITY_TEXTURE\n" "#ifdef AV_EMISSIVE_TEXTURE\n" "texture EMISSIVE_TEXTURE;\n" "sampler EMISSIVE_SAMPLER\n" "{\n" "Texture = ;\n" "MinFilter=LINEAR;\n" "MagFilter=LINEAR;\n" "MipFilter=LINEAR;\n" "};\n" "#endif // AV_EMISSIVE_TEXTUR\n" "#ifdef AV_NORMAL_TEXTURE\n" "texture NORMAL_TEXTURE;\n" "sampler NORMAL_SAMPLER\n" "{\n" "Texture = ;\n" "MinFilter=LINEAR;\n" "MagFilter=LINEAR;\n" "MipFilter=LINEAR;\n" "};\n" "#endif // AV_NORMAL_TEXTURE\n" "#ifdef AV_SKYBOX_LOOKUP\n" "textureCUBE lw_tex_envmap;\n" "samplerCUBE EnvironmentMapSampler = sampler_state\n" "{\n" "Texture = (lw_tex_envmap);\n" "AddressU = CLAMP;\n" "AddressV = CLAMP;\n" "AddressW = CLAMP;\n" "MAGFILTER = linear;\n" "MINFILTER = linear;\n" "};\n" "#endif // AV_SKYBOX_LOOKUP\n" "float4 DIFFUSE_COLOR;\n" "float4 SPECULAR_COLOR;\n" "float4 AMBIENT_COLOR;\n" "float4 EMISSIVE_COLOR;\n" "#ifdef AV_SPECULAR_COMPONENT\n" "float SPECULARITY;\n" "#endif\n" "#ifdef AV_OPACITY\n" "float TRANSPARENCY;\n" "#endif\n" // ----------------------------------------------------------------------------\n" // Vertex shader input structure\n" // ----------------------------------------------------------------------------\n" "struct VS_INPUT\n" "{\n" // Position\n" "float3 Position : POSITION;\n" "float3 Normal : NORMAL;\n" // NOTE: Tangents and bitangents are passed to the shader // in every case, even if not required. This saves a few lines // of code ... "float3 Tangent : TEXCOORD0;\n" "float3 Bitangent : TEXCOORD1;\n" "float2 TexCoord0 : TEXCOORD2;\n" "};\n" // ----------------------------------------------------------------------------\n" // Vertex shader output structure\n" // ----------------------------------------------------------------------------\n" "struct VS_OUTPUT\n" "{\n" // Position\n" "float4 Position : POSITION;\n" "float3 ViewDir : TEXCOORD0;\n" "#ifndef AV_NORMAL_TEXTURE\n" "float3 Normal : TEXCOORD1;\n" "#endif\n" "float2 TexCoord0 : TEXCOORD2;\n" "#ifdef AV_NORMAL_TEXTURE\n" "float3 Light0 : TEXCOORD3;\n" "float3 Light1 : TEXCOORD4;\n" "#endif\n" "};\n" // ----------------------------------------------------------------------------\n" // Selective SuperSampling in screenspace for reflection lookups\n" // ----------------------------------------------------------------------------\n" "#ifndef AV_SKYBOX_LOOKUP\n" "#define AV_DISABLESSS\n" "#endif\n" "#ifndef AV_DISABLESSS\n" "float3 GetSSSCubeMap(float3 Reflect)\n" "{\n" // compute the reflection vector in screen space\n" "float3 ScreenReflect = mul(Reflect,ViewProj);\n" // compute the gradients of the reflection vector\n" "float3 fDX = ddx(ScreenReflect);\n" "float3 fDY = ddy(ScreenReflect);\n" // take the center step and calculate gradients for it\n" "float3 fColor = texCUBE(EnvironmentMapSampler,Reflect).rgb;\n" // Take 10 samples around the center step \n" "fColor += texCUBEgrad(EnvironmentMapSampler,mul( ScreenReflect + (0.4f * 2.0 / 3.5) * fDX + (0.4f * 2.0 / 3.5) * fDY, InvViewProj),fDX,fDY).rgb;\n" "fColor += texCUBEgrad(EnvironmentMapSampler,mul( ScreenReflect + (0.4f * 3.0 / 3.5) * fDX + (0.4f *-1.0 / 3.5) * fDY, InvViewProj),fDX,fDY).rgb;\n" "fColor += texCUBEgrad(EnvironmentMapSampler,mul( ScreenReflect + (0.4f * 1.0 / 3.5) * fDX + (0.4f *-3.0 / 3.5) * fDY, InvViewProj),fDX,fDY).rgb;\n" "fColor += texCUBEgrad(EnvironmentMapSampler,mul( ScreenReflect + (0.4f *-2.0 / 3.5) * fDX + (0.4f *-2.0 / 3.5) * fDY, InvViewProj),fDX,fDY).rgb;\n" "fColor += texCUBEgrad(EnvironmentMapSampler,mul( ScreenReflect + (0.4f *-3.0 / 3.5) * fDX + (0.4f * 1.0 / 3.5) * fDY, InvViewProj),fDX,fDY).rgb;\n" "fColor += texCUBEgrad(EnvironmentMapSampler,mul( ScreenReflect + (0.4f *-1.0 / 3.5) * fDX + (0.4f * 3.0 / 3.5) * fDY, InvViewProj),fDX,fDY).rgb;\n" "fColor /= 7;\n" "return fColor;\n" "}\n" "#else\n" "#define GetSSSCubeMap(_refl) (texCUBElod(EnvironmentMapSampler,float4(_refl,0.0f)).rgb) \n" "#endif\n" // bugfix: if normal mapping is active we have the reflection // vector in tangent, not in world space. Would need the inverse // of the TSM matrix in the pixel shader (or world space tangent mapping) // Simply disable realtime reflection for normal mapping. "#ifdef AV_NORMAL_TEXTURE\n" "#undef GetSSSCubeMap\n" "#define GetSSSCubeMap(_refl) (float3(1.0f,1.0f,1.0f))\n" "#endif\n" // ----------------------------------------------------------------------------\n" // Vertex shader\n" // ----------------------------------------------------------------------------\n" "VS_OUTPUT MaterialVShader_D1(VS_INPUT IN)\n" "{\n" // Initialize the output structure with zero\n" "VS_OUTPUT Out = (VS_OUTPUT)0;\n" // Multiply with the WorldViewProjection matrix\n" "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" "float3 WorldPos = mul(float4(IN.Position,1.0f),World);\n" "Out.TexCoord0 = IN.TexCoord0;\n" "#ifndef AV_NORMAL_TEXTURE\n" "Out.ViewDir = vCameraPos - WorldPos;\n" "Out.Normal = mul(IN.Normal,WorldInverseTranspose);\n" "#endif\n" "#ifdef AV_NORMAL_TEXTURE\n" "float3x3 TBNMatrix = float3x3(IN.Tangent, IN.Bitangent, IN.Normal);\n" "float3x3 WTTS = mul(TBNMatrix, (float3x3)WorldInverseTranspose);\n" "Out.Light0 = normalize(mul(WTTS, afLightDir[0] ));\n" "Out.ViewDir = normalize(mul(WTTS, (vCameraPos - WorldPos)));\n" "#endif\n" "return Out;\n" "}\n" "// ----------------------------------------------------------------------------\n" "VS_OUTPUT MaterialVShader_D2(VS_INPUT IN)\n" "{\n" // Initialize the output structure with zero\n" "VS_OUTPUT Out = (VS_OUTPUT)0;\n" // Multiply with the WorldViewProjection matrix\n" "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n" "float3 WorldPos = mul(float4(IN.Position,1.0f),World);\n" "Out.TexCoord0 = IN.TexCoord0;\n" "#ifndef AV_NORMAL_TEXTURE\n" "Out.ViewDir = vCameraPos - WorldPos;\n" "Out.Normal = mul(IN.Normal,WorldInverseTranspose);\n" "#endif\n" "#ifdef AV_NORMAL_TEXTURE\n" "float3x3 TBNMatrix = float3x3(IN.Tangent, IN.Bitangent, IN.Normal);\n" "float3x3 WTTS = mul(TBNMatrix, (float3x3)WorldInverseTranspose);\n" "Out.Light0 = normalize(mul(WTTS, afLightDir[0] ));\n" "Out.Light1 = normalize(mul(WTTS, afLightDir[1] ));\n" "Out.ViewDir = normalize(mul(WTTS, (vCameraPos - WorldPos)));\n" "#endif\n" "return Out;\n" "}\n" // ----------------------------------------------------------------------------\n" // Pixel shader\n" // ----------------------------------------------------------------------------\n" "float4 MaterialPShaderSpecular_D1(VS_OUTPUT IN) : COLOR\n" "{\n" "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" "#ifdef AV_NORMAL_TEXTURE\n" "float3 IN_Light0 = normalize(IN.Light0);\n" "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0).rgb - 1.0f);\n" "#else\n" "float3 Normal = normalize(IN.Normal);\n" "#endif \n" "float3 ViewDir = normalize(IN.ViewDir);\n" "#ifdef AV_SPECULAR_COMPONENT\n" "float3 Reflect = -normalize(reflect (ViewDir,Normal));\n" "#endif // !AV_SPECULAR_COMPONENT\n" "{\n" "#ifdef AV_NORMAL_TEXTURE\n" "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" "#define AV_LIGHT_0 IN_Light0\n" // would need to convert the reflection vector into world space .... // simply let it ... "#else\n" "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" "#define AV_LIGHT_0 afLightDir[0]\n" "#endif\n" "float fHalfLambert = L1*L1;\n" "#ifdef AV_DIFFUSE_TEXTURE\n" "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert +\n" "#else\n" "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * fHalfLambert +\n" "#endif // !AV_DIFFUSE_TEXTURE\n" "#ifdef AV_SPECULAR_COMPONENT\n" "#ifndef AV_SKYBOX_LOOKUP\n" "#ifdef AV_SPECULAR_TEXTURE\n" "SPECULAR_COLOR.rgb * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" "#else\n" "SPECULAR_COLOR.rgb * afLightColor[0].rgb * (saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" "#endif // !AV_SPECULAR_TEXTURE\n" "#else\n" "#ifdef AV_SPECULAR_TEXTURE\n" "SPECULAR_COLOR.rgb * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" "#else\n" "SPECULAR_COLOR.rgb * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" "#endif // !AV_SPECULAR_TEXTURE\n" "#endif // !AV_SKYBOX_LOOKUP\n" "#endif // !AV_SPECULAR_COMPONENT\n" "#ifdef AV_AMBIENT_TEXTURE\n" "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" "#else\n" "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb + \n" "#endif // !AV_AMBIENT_TEXTURE\n" "#ifdef AV_EMISSIVE_TEXTURE\n" "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" "#else \n" "EMISSIVE_COLOR.rgb;\n" "#endif // !AV_EMISSIVE_TEXTURE\n" "}\n" "#ifdef AV_OPACITY\n" "OUT.a = TRANSPARENCY;\n" "#endif\n" "#ifdef AV_OPACITY_TEXTURE\n" "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" "#endif\n" "return OUT;\n" "#undef AV_LIGHT_0\n" "}\n" // ----------------------------------------------------------------------------\n" "float4 MaterialPShaderSpecular_D2(VS_OUTPUT IN) : COLOR\n" "{\n" "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" "#ifdef AV_NORMAL_TEXTURE\n" "float3 IN_Light0 = normalize(IN.Light0);\n" "float3 IN_Light1 = normalize(IN.Light1);\n" "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0).rgb - 1.0f);\n" "#else\n" "float3 Normal = normalize(IN.Normal);\n" "#endif \n" "float3 ViewDir = normalize(IN.ViewDir);\n" "#ifdef AV_SPECULAR_COMPONENT\n" "float3 Reflect = -normalize(reflect (ViewDir,Normal));\n" "#endif // !AV_SPECULAR_COMPONENT\n" "{\n" "#ifdef AV_NORMAL_TEXTURE\n" "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" "#define AV_LIGHT_0 IN_Light0\n" "#else\n" "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" "#define AV_LIGHT_0 afLightDir[0]\n" "#endif\n" "float fHalfLambert = L1*L1;\n" "#ifdef AV_DIFFUSE_TEXTURE\n" "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert +\n" "#else\n" "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * fHalfLambert +\n" "#endif // !AV_DIFFUSE_TEXTURE\n" "#ifdef AV_SPECULAR_COMPONENT\n" "#ifndef AV_SKYBOX_LOOKUP\n" "#ifdef AV_SPECULAR_TEXTURE\n" "SPECULAR_COLOR.rgb * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" "#else\n" "SPECULAR_COLOR.rgb * afLightColor[0].rgb * (saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" "#endif // !AV_SPECULAR_TEXTURE\n" "#else\n" "#ifdef AV_SPECULAR_TEXTURE\n" "SPECULAR_COLOR.rgb * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" "#else\n" "SPECULAR_COLOR.rgb * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n" "#endif // !AV_SPECULAR_TEXTURE\n" "#endif // !AV_SKYBOX_LOOKUP\n" "#endif // !AV_SPECULAR_COMPONENT\n" "#ifdef AV_AMBIENT_TEXTURE\n" "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb + \n" "#else\n" "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb + \n" "#endif // !AV_AMBIENT_TEXTURE\n" "#ifdef AV_EMISSIVE_TEXTURE\n" "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" "#else \n" "EMISSIVE_COLOR.rgb;\n" "#endif // !AV_EMISSIVE_TEXTURE\n" "}\n" "{\n" "#ifdef AV_NORMAL_TEXTURE\n" "float L1 = dot(Normal,IN_Light1) * 0.5f + 0.5f;\n" "#define AV_LIGHT_1 IN_Light1\n" "#else\n" "float L1 = dot(Normal,afLightDir[1]) * 0.5f + 0.5f;\n" "#define AV_LIGHT_1 afLightDir[1]\n" "#endif\n" "float fHalfLambert = L1*L1;\n" "#ifdef AV_DIFFUSE_TEXTURE\n" "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert +\n" "#else\n" "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * fHalfLambert +\n" "#endif // !AV_DIFFUSE_TEXTURE\n" "#ifdef AV_SPECULAR_COMPONENT\n" "#ifndef AV_SKYBOX_LOOKUP\n" "#ifdef AV_SPECULAR_TEXTURE\n" "SPECULAR_COLOR.rgb * afLightColor[1].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" "#else\n" "SPECULAR_COLOR.rgb * afLightColor[1].rgb * (saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" "#endif // !AV_SPECULAR_TEXTURE\n" "#else\n" "#ifdef AV_SPECULAR_TEXTURE\n" "SPECULAR_COLOR.rgb * afLightColor[1].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" "#else\n" "SPECULAR_COLOR.rgb * afLightColor[1].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 4.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n" "#endif // !AV_SPECULAR_TEXTURE\n" "#endif // !AV_SKYBOX_LOOKUP\n" "#endif // !AV_SPECULAR_COMPONENT\n" "#ifdef AV_AMBIENT_TEXTURE\n" "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb + \n" "#else\n" "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb + \n" "#endif // !AV_AMBIENT_TEXTURE\n" "#ifdef AV_EMISSIVE_TEXTURE\n" "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" "#else \n" "EMISSIVE_COLOR.rgb;\n" "#endif // !AV_EMISSIVE_TEXTURE\n" "}\n" "#ifdef AV_OPACITY\n" "OUT.a = TRANSPARENCY;\n" "#endif\n" "#ifdef AV_OPACITY_TEXTURE\n" "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" "#endif\n" "return OUT;\n" "#undef AV_LIGHT_0\n" "#undef AV_LIGHT_1\n" "}\n" // ----------------------------------------------------------------------------\n" "float4 MaterialPShaderSpecular_PS20_D1(VS_OUTPUT IN) : COLOR\n" "{\n" "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" "#ifdef AV_NORMAL_TEXTURE\n" "float3 IN_Light0 = normalize(IN.Light0);\n" "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0).rgb - 1.0f);\n" "#else\n" "float3 Normal = normalize(IN.Normal);\n" "#endif \n" "float3 ViewDir = normalize(IN.ViewDir);\n" "{\n" "#ifdef AV_NORMAL_TEXTURE\n" "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" "float3 Reflect = reflect (Normal,IN_Light0);\n" "#else\n" "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" "float3 Reflect = reflect (Normal,afLightDir[0]);\n" "#endif\n" "#ifdef AV_DIFFUSE_TEXTURE\n" "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * L1 +\n" "#else\n" "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * L1 +\n" "#endif // !AV_DIFFUSE_TEXTURE\n" "#ifdef AV_SPECULAR_COMPONENT\n" "#ifdef AV_SPECULAR_TEXTURE\n" "SPECULAR_COLOR.rgb * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" "#else\n" "SPECULAR_COLOR.rgb * afLightColor[0].rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" "#endif // !AV_SPECULAR_TEXTURE\n" "#endif // !AV_SPECULAR_COMPONENT\n" "#ifdef AV_AMBIENT_TEXTURE\n" "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" "#else\n" "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb +\n" "#endif // !AV_AMBIENT_TEXTURE\n" "#ifdef AV_EMISSIVE_TEXTURE\n" "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" "#else \n" "EMISSIVE_COLOR.rgb;\n" "#endif // !AV_EMISSIVE_TEXTURE\n" "}\n" "#ifdef AV_OPACITY\n" "OUT.a = TRANSPARENCY;\n" "#endif\n" "#ifdef AV_OPACITY_TEXTURE\n" "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" "#endif\n" "return OUT;\n" "}\n" // ----------------------------------------------------------------------------\n" "float4 MaterialPShaderSpecular_PS20_D2(VS_OUTPUT IN) : COLOR\n" "{\n" "float4 OUT = float4(0.0f,0.0f,0.0f,1.0f);\n" "#ifdef AV_NORMAL_TEXTURE\n" "float3 IN_Light0 = normalize(IN.Light0);\n" "float3 IN_Light1 = normalize(IN.Light1);\n" "float3 Normal = normalize(2.0f * tex2D(NORMAL_SAMPLER, IN.TexCoord0) - 1.0f);\n" "#else\n" "float3 Normal = normalize(IN.Normal);\n" "#endif \n" "float3 ViewDir = normalize(IN.ViewDir);\n" "{\n" "#ifdef AV_NORMAL_TEXTURE\n" "float L1 = dot(Normal,IN_Light0) * 0.5f + 0.5f;\n" "float3 Reflect = reflect (Normal,IN_Light0);\n" "#else\n" "float L1 = dot(Normal,afLightDir[0]) * 0.5f + 0.5f;\n" "float3 Reflect = reflect (Normal,afLightDir[0]);\n" "#endif\n" "#ifdef AV_DIFFUSE_TEXTURE\n" "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * L1 +\n" "#else\n" "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * L1 +\n" "#endif // !AV_DIFFUSE_TEXTURE\n" "#ifdef AV_SPECULAR_COMPONENT\n" "#ifdef AV_SPECULAR_TEXTURE\n" "SPECULAR_COLOR.rgb * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" "#else\n" "SPECULAR_COLOR.rgb * afLightColor[0].rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" "#endif // !AV_SPECULAR_TEXTURE\n" "#endif // !AV_SPECULAR_COMPONENT\n" "#ifdef AV_AMBIENT_TEXTURE\n" "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" "#else\n" "AMBIENT_COLOR.rgb * afLightColorAmbient[0].rgb +\n" "#endif // !AV_AMBIENT_TEXTURE\n" "#ifdef AV_EMISSIVE_TEXTURE\n" "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" "#else \n" "EMISSIVE_COLOR.rgb;\n" "#endif // !AV_EMISSIVE_TEXTURE\n" "}\n" "{\n" "#ifdef AV_NORMAL_TEXTURE\n" "float L1 = dot(Normal,IN_Light1) * 0.5f + 0.5f;\n" "float3 Reflect = reflect (Normal,IN_Light1);\n" "#else\n" "float L1 = dot(Normal,afLightDir[1]) * 0.5f + 0.5f;\n" "float3 Reflect = reflect (Normal,afLightDir[1]);\n" "#endif\n" "#ifdef AV_DIFFUSE_TEXTURE\n" "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * L1 +\n" "#else\n" "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * L1 +\n" "#endif // !AV_DIFFUSE_TEXTURE\n" "#ifdef AV_SPECULAR_COMPONENT\n" "#ifdef AV_SPECULAR_TEXTURE\n" "SPECULAR_COLOR.rgb * afLightColor[1].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" "#else\n" "SPECULAR_COLOR.rgb * afLightColor[1].rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n" "#endif // !AV_SPECULAR_TEXTURE\n" "#endif // !AV_SPECULAR_COMPONENT\n" "#ifdef AV_AMBIENT_TEXTURE\n" "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb * tex2D(AMBIENT_SAMPLER,IN.TexCoord0).rgb +\n" "#else\n" "AMBIENT_COLOR.rgb * afLightColorAmbient[1].rgb + \n" "#endif // !AV_AMBIENT_TEXTURE\n" "#ifdef AV_EMISSIVE_TEXTURE\n" "EMISSIVE_COLOR.rgb * tex2D(EMISSIVE_SAMPLER,IN.TexCoord0).rgb;\n" "#else \n" "EMISSIVE_COLOR.rgb;\n" "#endif // !AV_EMISSIVE_TEXTURE\n" "}\n" "#ifdef AV_OPACITY\n" "OUT.a = TRANSPARENCY;\n" "#endif\n" "#ifdef AV_OPACITY_TEXTURE\n" "OUT.a *= tex2D(OPACITY_SAMPLER,IN.TexCoord0). AV_OPACITY_TEXTURE_REGISTER_MASK;\n" "#endif\n" "return OUT;\n" "}\n" // ----------------------------------------------------------------------------\n" // Technique for the material effect\n" // ----------------------------------------------------------------------------\n" "technique MaterialFXSpecular_D1\n" "{\n" "pass p0\n" "{\n" "CullMode=none;\n" "#ifdef AV_OPACITY_TEXTURE\n" "AlphaBlendEnable=TRUE;" "SrcBlend = srcalpha;\n" "DestBlend = invsrcalpha;\n" "#else\n" "#ifdef AV_OPACITY\n" "AlphaBlendEnable=TRUE;" "SrcBlend = srcalpha;\n" "DestBlend = invsrcalpha;\n" "#endif \n" "#endif\n" "PixelShader = compile ps_3_0 MaterialPShaderSpecular_D1();\n" "VertexShader = compile vs_3_0 MaterialVShader_D1();\n" "}\n" "};\n" "technique MaterialFXSpecular_D2\n" "{\n" "pass p0\n" "{\n" "CullMode=none;\n" "#ifdef AV_OPACITY_TEXTURE\n" "AlphaBlendEnable=TRUE;" "SrcBlend = srcalpha;\n" "DestBlend = invsrcalpha;\n" "#else\n" "#ifdef AV_OPACITY\n" "AlphaBlendEnable=TRUE;" "SrcBlend = srcalpha;\n" "DestBlend = invsrcalpha;\n" "#endif \n" "#endif\n" "PixelShader = compile ps_3_0 MaterialPShaderSpecular_D2();\n" "VertexShader = compile vs_3_0 MaterialVShader_D2();\n" "}\n" "};\n" // ----------------------------------------------------------------------------\n" // Technique for the material effect (ps_2_0)\n" // ----------------------------------------------------------------------------\n" "technique MaterialFXSpecular_PS20_D1\n" "{\n" "pass p0\n" "{\n" "CullMode=none;\n" "#ifdef AV_OPACITY_TEXTURE\n" "AlphaBlendEnable=TRUE;" "SrcBlend = srcalpha;\n" "DestBlend = invsrcalpha;\n" "#else\n" "#ifdef AV_OPACITY\n" "AlphaBlendEnable=TRUE;" "SrcBlend = srcalpha;\n" "DestBlend = invsrcalpha;\n" "#endif \n" "#endif\n" "PixelShader = compile ps_2_0 MaterialPShaderSpecular_PS20_D1();\n" "VertexShader = compile vs_2_0 MaterialVShader_D1();\n" "}\n" "};\n" "technique MaterialFXSpecular_PS20_D2\n" "{\n" "pass p0\n" "{\n" "CullMode=none;\n" "#ifdef AV_OPACITY_TEXTURE\n" "AlphaBlendEnable=TRUE;" "SrcBlend = srcalpha;\n" "DestBlend = invsrcalpha;\n" "#else\n" "#ifdef AV_OPACITY\n" "AlphaBlendEnable=TRUE;" "SrcBlend = srcalpha;\n" "DestBlend = invsrcalpha;\n" "#endif \n" "#endif\n" "PixelShader = compile ps_2_0 MaterialPShaderSpecular_PS20_D2();\n" "VertexShader = compile vs_2_0 MaterialVShader_D2();\n" "}\n" "};\n" ); std::string g_szPassThroughShader = std::string( //-------------------------------------------------------------------------------\n" /**\n" * This program is distributed under the terms of the GNU Lesser General\n * Public License (LGPL). \n *\n * ASSIMP Viewer Utility\n *\n" */ //-------------------------------------------------------------------------------\n" "texture TEXTURE_2D;\n" "sampler TEXTURE_SAMPLER = sampler_state\n" "{\n" "Texture = (TEXTURE_2D);\n" "};\n" // ----------------------------------------------------------------------------\n" "struct VS_OUTPUT\n" "{\n" "// Position\n" "float4 _Position : POSITION;\n" "// Texture coordinate\n" "float2 _TexCoord0 : TEXCOORD0;\n" "};\n" // ----------------------------------------------------------------------------\n" "VS_OUTPUT DefaultVShader(float4 INPosition : POSITION,\n" "float2 INTexCoord0 : TEXCOORD0 )\n" "{\n" "// Initialize the output structure with zero\n" "VS_OUTPUT Out = (VS_OUTPUT)0;\n" "Out._Position = INPosition;\n" "Out._TexCoord0 = INTexCoord0;\n" "return Out;\n" "}\n" // ----------------------------------------------------------------------------\n" "float4 PassThrough_PS(float2 IN : TEXCOORD0) : COLOR\n" "{\n" "return tex2D(TEXTURE_SAMPLER,IN);\n" "}\n" // ----------------------------------------------------------------------------\n" // Simple pass-through technique\n" // ----------------------------------------------------------------------------\n" "technique PassThrough\n" "{\n" "pass p0\n" "{\n" "FillMode=Solid;\n" "ZEnable = FALSE;\n" "CullMode = none;\n" "AlphaBlendEnable = TRUE;\n" "SrcBlend =srcalpha;\n" "DestBlend =invsrcalpha;\n" "PixelShader = compile ps_2_0 PassThrough_PS();\n" "VertexShader = compile vs_2_0 DefaultVShader();\n" "}\n" "};\n" ); };