assimp/tools/assimp_view/Shaders.cpp

1213 lines
41 KiB
C++

//-------------------------------------------------------------------------------
/**
* 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 = <DIFFUSE_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 = <SPECULAR_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 = <AMBIENT_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 = <OPACITY_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 = <EMISSIVE_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 = <NORMAL_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"
);
};