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authorsanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
commitdb81b925d776103326128bf629cbdda576a223e7 (patch)
tree58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/tools/assimp_view/Shaders.cpp
parent55860037b14fb3893ba21cf2654c83d349cc1082 (diff)
move 3rd-party librarys into libs/ and add built-in honeysuckle
Diffstat (limited to 'libs/assimp/tools/assimp_view/Shaders.cpp')
-rw-r--r--libs/assimp/tools/assimp_view/Shaders.cpp1397
1 files changed, 1397 insertions, 0 deletions
diff --git a/libs/assimp/tools/assimp_view/Shaders.cpp b/libs/assimp/tools/assimp_view/Shaders.cpp
new file mode 100644
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--- /dev/null
+++ b/libs/assimp/tools/assimp_view/Shaders.cpp
@@ -0,0 +1,1397 @@
+/*
+---------------------------------------------------------------------------
+Open Asset Import Library (assimp)
+---------------------------------------------------------------------------
+
+Copyright (c) 2006-2022, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the following
+conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+---------------------------------------------------------------------------
+*/
+#include "assimp_view.h"
+
+namespace AssimpView {
+
+// ------------------------------------------------------------------------------------------------
+std::string g_szNormalsShader = std::string(
+
+ // World * View * Projection matrix\n"
+ // NOTE: Assume that the material uses a WorldViewProjection matrix\n"
+ "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n"
+ "float4 OUTPUT_COLOR;\n"
+
+ // Vertex shader input structure
+ "struct VS_INPUT\n"
+ "{\n"
+ "// Position\n"
+ "float3 Position : POSITION;\n"
+ "};\n"
+
+ // Vertex shader output structure for pixel shader usage
+ "struct VS_OUTPUT\n"
+ "{\n"
+ "float4 Position : POSITION;\n"
+ "};\n"
+
+ // Vertex shader output structure for FixedFunction usage
+ "struct VS_OUTPUT_FF\n"
+ "{\n"
+ "float4 Position : POSITION;\n"
+ "float4 Color : COLOR;\n"
+ "};\n"
+
+ // Vertex shader for rendering normals using pixel shader
+ "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"
+
+ // Vertex shader for rendering normals using fixed function pipeline
+ "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"
+ "Out.Color = OUTPUT_COLOR;\n"
+ "return Out;\n"
+ "}\n"
+
+ // Pixel shader
+ "float4 RenderNormalsPS() : COLOR\n"
+ "{\n"
+ "return OUTPUT_COLOR;\n"
+ "}\n"
+
+ // Technique for the normal rendering effect (ps_2_0)
+ "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"
+
+ // Technique for the normal rendering effect (fixed function)
+ "technique RenderNormals_FF\n"
+ "{\n"
+ "pass p0\n"
+ "{\n"
+ "CullMode=none;\n"
+ "VertexShader = compile vs_2_0 RenderNormalsVS_FF();\n"
+ "ColorOp[0] = SelectArg1;\n"
+ "ColorArg0[0] = Diffuse;\n"
+ "AlphaOp[0] = SelectArg1;\n"
+ "AlphaArg0[0] = Diffuse;\n"
+ "}\n"
+ "};\n");
+
+// ------------------------------------------------------------------------------------------------
+std::string g_szSkyboxShader = std::string(
+
+ // Sampler and texture for the skybox
+ "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"
+
+ // Vertex shader input structure
+ "struct VS_INPUT\n"
+ "{\n"
+ "float3 Position : POSITION;\n"
+ "float3 Texture0 : TEXCOORD0;\n"
+ "};\n"
+
+ // Vertex shader output structure
+ "struct VS_OUTPUT\n"
+ "{\n"
+ "float4 Position : POSITION;\n"
+ "float3 Texture0 : TEXCOORD0;\n"
+ "};\n"
+
+ // Vertex shader
+ "VS_OUTPUT RenderSkyBoxVS(VS_INPUT IN)\n"
+ "{\n"
+ "VS_OUTPUT Out;\n"
+
+ // Multiply with the WorldViewProjection matrix
+ "Out.Position = mul(float4(IN.Position,1.0f),WorldViewProjection);\n"
+
+ // Set z to w to ensure z becomes 1.0 after the division through w occurs
+ "Out.Position.z = Out.Position.w;\n"
+
+ // Simply pass through texture coordinates
+ "Out.Texture0 = IN.Texture0;\n"
+
+ "return Out;\n"
+ "}\n"
+
+ // Pixel shader
+ "float4 RenderSkyBoxPS(float3 Texture0 : TEXCOORD0) : COLOR\n"
+ "{\n"
+ // Lookup the skybox texture
+ "return texCUBE(EnvironmentMapSampler,Texture0) ;\n"
+ "}\n"
+
+ // Technique for the skybox shader (ps_2_0)
+ "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"
+
+ // -------------- same for static background image -----------------
+ "texture TEXTURE_2D;\n"
+ "sampler TEXTURE_SAMPLER = sampler_state\n"
+ "{\n"
+ "Texture = (TEXTURE_2D);\n"
+ "};\n"
+
+ "struct VS_OUTPUT2\n"
+ "{\n"
+ "float4 Position : POSITION;\n"
+ "float2 TexCoord0 : TEXCOORD0;\n"
+ "};\n"
+
+ "VS_OUTPUT2 RenderImageVS(float4 INPosition : POSITION, float2 INTexCoord0 : TEXCOORD0 )\n"
+ "{\n"
+ "VS_OUTPUT2 Out;\n"
+
+ "Out.Position.xy = INPosition.xy;\n"
+ "Out.Position.z = Out.Position.w = 1.0f;\n"
+ "Out.TexCoord0 = INTexCoord0;\n"
+
+ "return Out;\n"
+ "}\n"
+
+ "float4 RenderImagePS(float2 IN : TEXCOORD0) : COLOR\n"
+ "{\n"
+ "return tex2D(TEXTURE_SAMPLER,IN);\n"
+ "}\n"
+
+ // Technique for the background image shader (ps_2_0)
+ "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(
+
+ // World * View * Projection matrix
+ // NOTE: Assume that the material uses a WorldViewProjection matrix
+ "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n"
+ "float4x4 World : WORLD;\n"
+ "float4x3 WorldInverseTranspose : WORLDINVERSETRANSPOSE;\n"
+
+ // light colors
+ "float3 afLightColor[5];\n"
+ // light direction
+ "float3 afLightDir[5];\n"
+
+ // position of the camera in worldspace\n"
+ "float3 vCameraPos : CAMERAPOSITION;\n"
+
+ // Bone matrices
+ // "#ifdef AV_SKINNING \n"
+ "float4x3 gBoneMatrix[60]; \n"
+ // "#endif // AV_SKINNING \n"
+
+ // Vertex shader input structure
+ "struct VS_INPUT\n"
+ "{\n"
+ "float3 Position : POSITION;\n"
+ "float3 Normal : NORMAL;\n"
+ // "#ifdef AV_SKINNING \n"
+ "float4 BlendIndices : BLENDINDICES;\n"
+ "float4 BlendWeights : BLENDWEIGHT;\n"
+ // "#endif // AV_SKINNING \n"
+ "};\n"
+
+ // Vertex shader output structure for pixel shader usage
+ "struct VS_OUTPUT\n"
+ "{\n"
+ "float4 Position : POSITION;\n"
+ "float3 ViewDir : TEXCOORD0;\n"
+ "float3 Normal : TEXCOORD1;\n"
+ "};\n"
+
+ // Vertex shader output structure for fixed function
+ "struct VS_OUTPUT_FF\n"
+ "{\n"
+ "float4 Position : POSITION;\n"
+ "float4 Color : COLOR;\n"
+ "};\n"
+
+ // Vertex shader for pixel shader usage
+ "VS_OUTPUT DefaultVShader(VS_INPUT IN)\n"
+ "{\n"
+ "VS_OUTPUT Out;\n"
+
+ // "#ifdef AV_SKINNING \n"
+ "float4 weights = IN.BlendWeights; \n"
+ "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n"
+ "float4 localPos = float4( IN.Position, 1.0f); \n"
+ "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n"
+ // "#else \n"
+ // "float3 objPos = IN.Position; \n"
+ // "#endif // AV_SKINNING \n"
+
+ // Multiply with the WorldViewProjection matrix
+ "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
+ "float3 WorldPos = mul( float4( objPos, 1.0f), World);\n"
+ "Out.ViewDir = vCameraPos - WorldPos;\n"
+ "Out.Normal = mul(IN.Normal,WorldInverseTranspose);\n"
+
+ "return Out;\n"
+ "}\n"
+
+ // Vertex shader for fixed function pipeline
+ "VS_OUTPUT_FF DefaultVShader_FF(VS_INPUT IN)\n"
+ "{\n"
+ "VS_OUTPUT_FF Out;\n"
+
+ // "#ifdef AV_SKINNING \n"
+ "float4 weights = IN.BlendWeights; \n"
+ "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n"
+ "float4 localPos = float4( IN.Position, 1.0f); \n"
+ "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n"
+ // "#else \n"
+ // "float3 objPos = IN.Position; \n"
+ // "#endif // AV_SKINNING \n"
+
+ // Multiply with the WorldViewProjection matrix
+ "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
+
+ "float3 worldNormal = normalize( 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"
+ "for( int a = 0; a < 2; a++)\n"
+ " Out.Color.rgb += saturate( dot( afLightDir[a], worldNormal)) * afLightColor[a].rgb; \n"
+ "return Out;\n"
+ "}\n"
+
+ // Pixel shader for one light
+ "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"
+
+ // Pixel shader for two lights
+ "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"
+ // ----------------------------------------------------------------------------
+ "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"
+ // ----------------------------------------------------------------------------
+ "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"
+
+ // Technique for the default effect
+ "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"
+
+ // Technique for the default effect (ps_2_0)
+ "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"
+
+ // Technique for the default effect using the fixed function pixel pipeline
+ "technique DefaultFXSpecular_FF\n"
+ "{\n"
+ "pass p0\n"
+ "{\n"
+ "CullMode=none;\n"
+ "VertexShader = compile vs_2_0 DefaultVShader_FF();\n"
+ "ColorOp[0] = SelectArg1;\n"
+ "ColorArg0[0] = Diffuse;\n"
+ "AlphaOp[0] = SelectArg1;\n"
+ "AlphaArg0[0] = Diffuse;\n"
+ "}\n"
+ "};\n");
+
+std::string g_szMaterialShader = std::string(
+
+ // World * View * Projection matrix
+ // NOTE: Assume that the material uses a WorldViewProjection matrix
+ "float4x4 WorldViewProjection : WORLDVIEWPROJECTION;\n"
+ "float4x4 World : WORLD;\n"
+ "float4x3 WorldInverseTranspose : WORLDINVERSETRANSPOSE;\n"
+
+ "#ifndef AV_DISABLESSS\n"
+ "float4x3 ViewProj;\n"
+ "float4x3 InvViewProj;\n"
+ "#endif\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"
+ "float SPECULAR_STRENGTH;\n"
+ "#endif\n"
+ "#ifdef AV_OPACITY\n"
+ "float TRANSPARENCY;\n"
+ "#endif\n"
+
+ // light colors (diffuse and specular)
+ "float4 afLightColor[5];\n"
+ "float4 afLightColorAmbient[5];\n"
+
+ // light direction
+ "float3 afLightDir[5];\n"
+
+ // position of the camera in worldspace
+ "float3 vCameraPos : CAMERAPOSITION;\n"
+
+ // Bone matrices
+ "#ifdef AV_SKINNING \n"
+ "float4x3 gBoneMatrix[60]; \n"
+ "#endif // AV_SKINNING \n"
+
+ "#ifdef AV_DIFFUSE_TEXTURE\n"
+ "texture DIFFUSE_TEXTURE;\n"
+ "sampler DIFFUSE_SAMPLER\n"
+ "{\n"
+ "Texture = <DIFFUSE_TEXTURE>;\n"
+ "#ifdef AV_WRAPU\n"
+ "AddressU = WRAP;\n"
+ "#endif\n"
+ "#ifdef AV_MIRRORU\n"
+ "AddressU = MIRROR;\n"
+ "#endif\n"
+ "#ifdef AV_CLAMPU\n"
+ "AddressU = CLAMP;\n"
+ "#endif\n"
+ "#ifdef AV_WRAPV\n"
+ "AddressV = WRAP;\n"
+ "#endif\n"
+ "#ifdef AV_MIRRORV\n"
+ "AddressV = MIRROR;\n"
+ "#endif\n"
+ "#ifdef AV_CLAMPV\n"
+ "AddressV = CLAMP;\n"
+ "#endif\n"
+ "};\n"
+ "#endif // AV_DIFFUSE_TEXTUR\n"
+
+ "#ifdef AV_DIFFUSE_TEXTURE2\n"
+ "texture DIFFUSE_TEXTURE2;\n"
+ "sampler DIFFUSE_SAMPLER2\n"
+ "{\n"
+ "Texture = <DIFFUSE_TEXTURE2>;\n"
+ "};\n"
+ "#endif // AV_DIFFUSE_TEXTUR2\n"
+
+ "#ifdef AV_SPECULAR_TEXTURE\n"
+ "texture SPECULAR_TEXTURE;\n"
+ "sampler SPECULAR_SAMPLER\n"
+ "{\n"
+ "Texture = <SPECULAR_TEXTURE>;\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"
+ "};\n"
+ "#endif // AV_AMBIENT_TEXTUR\n"
+
+ "#ifdef AV_LIGHTMAP_TEXTURE\n"
+ "texture LIGHTMAP_TEXTURE;\n"
+ "sampler LIGHTMAP_SAMPLER\n"
+ "{\n"
+ "Texture = <LIGHTMAP_TEXTURE>;\n"
+ "};\n"
+ "#endif // AV_LIGHTMAP_TEXTURE\n"
+
+ "#ifdef AV_OPACITY_TEXTURE\n"
+ "texture OPACITY_TEXTURE;\n"
+ "sampler OPACITY_SAMPLER\n"
+ "{\n"
+ "Texture = <OPACITY_TEXTURE>;\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"
+ "};\n"
+ "#endif // AV_EMISSIVE_TEXTUR\n"
+
+ "#ifdef AV_NORMAL_TEXTURE\n"
+ "texture NORMAL_TEXTURE;\n"
+ "sampler NORMAL_SAMPLER\n"
+ "{\n"
+ "Texture = <NORMAL_TEXTURE>;\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"
+
+ // Vertex shader input structure
+ "struct VS_INPUT\n"
+ "{\n"
+ "float3 Position : POSITION;\n"
+ "float3 Normal : NORMAL;\n"
+ "float4 Color : COLOR0;\n"
+ "float3 Tangent : TANGENT;\n"
+ "float3 Bitangent : BINORMAL;\n"
+ "float2 TexCoord0 : TEXCOORD0;\n"
+ "#ifdef AV_TWO_UV \n"
+ "float2 TexCoord1 : TEXCOORD1;\n"
+ "#endif \n"
+ "#ifdef AV_SKINNING \n"
+ "float4 BlendIndices : BLENDINDICES;\n"
+ "float4 BlendWeights : BLENDWEIGHT;\n"
+ "#endif // AV_SKINNING \n"
+ "};\n"
+
+ // Vertex shader output structure for pixel shader usage
+ "struct VS_OUTPUT\n"
+ "{\n"
+ "float4 Position : POSITION;\n"
+ "float3 ViewDir : TEXCOORD0;\n"
+
+ "float4 Color : COLOR0;\n"
+
+ "#ifndef AV_NORMAL_TEXTURE\n"
+ "float3 Normal : TEXCOORD1;\n"
+ "#endif\n"
+
+ "float2 TexCoord0 : TEXCOORD2;\n"
+ "#ifdef AV_TWO_UV \n"
+ "float2 TexCoord1 : TEXCOORD3;\n"
+ "#endif \n"
+
+ "#ifdef AV_NORMAL_TEXTURE\n"
+ "float3 Light0 : TEXCOORD3;\n"
+ "float3 Light1 : TEXCOORD4;\n"
+ "#endif\n"
+ "};\n"
+
+ // Vertex shader output structure for fixed function pixel pipeline
+ "struct VS_OUTPUT_FF\n"
+ "{\n"
+ "float4 Position : POSITION;\n"
+ "float4 DiffuseColor : COLOR0;\n"
+ "float4 SpecularColor : COLOR1;\n"
+ "float2 TexCoord0 : TEXCOORD0;\n"
+ "};\n"
+
+ // Selective SuperSampling in screenspace for reflection lookups
+ "#define GetSSSCubeMap(_refl) (texCUBElod(EnvironmentMapSampler,float4(_refl,0.0f)).rgb) \n"
+
+ // Vertex shader for pixel shader usage and one light
+ "VS_OUTPUT MaterialVShader_D1(VS_INPUT IN)\n"
+ "{\n"
+ "VS_OUTPUT Out = (VS_OUTPUT)0;\n"
+
+ "#ifdef AV_SKINNING \n"
+ "float4 weights = IN.BlendWeights; \n"
+ "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n"
+ "float4 localPos = float4( IN.Position, 1.0f); \n"
+ "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n"
+ "#else \n"
+ "float3 objPos = IN.Position; \n"
+ "#endif // AV_SKINNING \n"
+
+ // Multiply with the WorldViewProjection matrix
+ "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
+ "float3 WorldPos = mul( float4( objPos, 1.0f), World);\n"
+ "Out.TexCoord0 = IN.TexCoord0;\n"
+ "#ifdef AV_TWO_UV \n"
+ "Out.TexCoord1 = IN.TexCoord1;\n"
+ "#endif\n"
+ "Out.Color = IN.Color;\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"
+
+ // Vertex shader for pixel shader usage and two lights
+ "VS_OUTPUT MaterialVShader_D2(VS_INPUT IN)\n"
+ "{\n"
+ "VS_OUTPUT Out = (VS_OUTPUT)0;\n"
+
+ "#ifdef AV_SKINNING \n"
+ "float4 weights = IN.BlendWeights; \n"
+ "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n"
+ "float4 localPos = float4( IN.Position, 1.0f); \n"
+ "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n"
+ "#else \n"
+ "float3 objPos = IN.Position; \n"
+ "#endif // AV_SKINNING \n"
+
+ // Multiply with the WorldViewProjection matrix
+ "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
+ "float3 WorldPos = mul( float4( objPos, 1.0f), World);\n"
+ "Out.TexCoord0 = IN.TexCoord0;\n"
+ "#ifdef AV_TWO_UV \n"
+ "Out.TexCoord1 = IN.TexCoord1;\n"
+ "#endif\n"
+ "Out.Color = IN.Color;\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"
+
+ // Vertex shader for zero to five lights using the fixed function pixel pipeline
+ "VS_OUTPUT_FF MaterialVShader_FF(VS_INPUT IN)\n"
+ "{\n"
+ "VS_OUTPUT_FF Out = (VS_OUTPUT_FF)0;\n"
+
+ "#ifdef AV_SKINNING \n"
+ "float4 weights = IN.BlendWeights; \n"
+ "weights.w = 1.0f - dot( weights.xyz, float3( 1, 1, 1)); \n"
+ "float4 localPos = float4( IN.Position, 1.0f); \n"
+ "float3 objPos = mul( localPos, gBoneMatrix[IN.BlendIndices.x]) * weights.x; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.y]) * weights.y; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.z]) * weights.z; \n"
+ "objPos += mul( localPos, gBoneMatrix[IN.BlendIndices.w]) * weights.w; \n"
+ "#else \n"
+ "float3 objPos = IN.Position; \n"
+ "#endif // AV_SKINNING \n"
+
+ // Multiply with the WorldViewProjection matrix
+ "Out.Position = mul( float4( objPos, 1.0f), WorldViewProjection);\n"
+ "float3 worldPos = mul( float4( objPos, 1.0f), World);\n"
+ "float3 worldNormal = normalize( mul( IN.Normal, (float3x3) WorldInverseTranspose)); \n"
+ "Out.TexCoord0 = IN.TexCoord0;\n"
+
+ // calculate per-vertex diffuse lighting including ambient part
+ "float4 diffuseColor = float4( 0.0f, 0.0f, 0.0f, 1.0f); \n"
+ "for( int a = 0; a < 2; a++) \n"
+ " diffuseColor.rgb += saturate( dot( afLightDir[a], worldNormal)) * afLightColor[a].rgb; \n"
+ // factor in material properties and a bit of ambient lighting
+ "Out.DiffuseColor = diffuseColor * DIFFUSE_COLOR + float4( 0.2f, 0.2f, 0.2f, 1.0f) * AMBIENT_COLOR; ; \n"
+
+ // and specular including emissive part
+ "float4 specularColor = float4( 0.0f, 0.0f, 0.0f, 1.0f); \n"
+ "#ifdef AV_SPECULAR_COMPONENT\n"
+ "float3 viewDir = normalize( worldPos - vCameraPos); \n"
+ "for( int a = 0; a < 2; a++) \n"
+ "{ \n"
+ " float3 reflDir = reflect( afLightDir[a], worldNormal); \n"
+ " float specIntensity = pow( saturate( dot( reflDir, viewDir)), SPECULARITY) * SPECULAR_STRENGTH; \n"
+ " specularColor.rgb += afLightColor[a] * specIntensity; \n"
+ "} \n"
+ "#endif // AV_SPECULAR_COMPONENT\n"
+ // factor in material properties and the emissive part
+ "Out.SpecularColor = specularColor * SPECULAR_COLOR + EMISSIVE_COLOR; \n"
+
+ "return Out;\n"
+ "}\n"
+
+ // Pixel shader - one light
+ "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"
+ "#ifdef AV_DIFFUSE_TEXTURE2\n"
+ "float fHalfLambert = 1.f;\n"
+ "#else\n"
+ "float fHalfLambert = L1*L1;\n"
+ "#endif \n"
+ "#ifdef AV_DIFFUSE_TEXTURE\n"
+ "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * tex2D(DIFFUSE_SAMPLER,IN.TexCoord0).rgb * fHalfLambert * IN.Color.rgb +\n"
+ "#else\n"
+ "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n"
+ "#endif // !AV_DIFFUSE_TEXTURE\n"
+
+ "#ifdef AV_SPECULAR_COMPONENT\n"
+ "#ifndef AV_SKYBOX_LOOKUP\n"
+ "#ifdef AV_SPECULAR_TEXTURE\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n"
+ "#else\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n"
+ "#endif // !AV_SPECULAR_TEXTURE\n"
+ "#else\n"
+ "#ifdef AV_SPECULAR_TEXTURE\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n"
+ "#else\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 2.0f) * 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_LIGHTMAP_TEXTURE\n"
+ "OUT.rgb *= tex2D(LIGHTMAP_SAMPLER,AV_LIGHTMAP_TEXTURE_UV_COORD).rgb*LM_STRENGTH;\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"
+
+ // Pixel shader - two lights
+ "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 * IN.Color.rgb +\n"
+ "#else\n"
+ "OUT.rgb += afLightColor[0].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n"
+ "#endif // !AV_DIFFUSE_TEXTURE\n"
+
+ "#ifdef AV_SPECULAR_COMPONENT\n"
+ "#ifndef AV_SKYBOX_LOOKUP\n"
+ "#ifdef AV_SPECULAR_TEXTURE\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n"
+ "#else\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n"
+ "#endif // !AV_SPECULAR_TEXTURE\n"
+ "#else\n"
+ "#ifdef AV_SPECULAR_TEXTURE\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_0),SPECULARITY)) + \n"
+ "#else\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[0].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 2.0f) * 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 * IN.Color.rgb +\n"
+ "#else\n"
+ "OUT.rgb += afLightColor[1].rgb * DIFFUSE_COLOR.rgb * fHalfLambert * IN.Color.rgb +\n"
+ "#endif // !AV_DIFFUSE_TEXTURE\n"
+
+ "#ifdef AV_SPECULAR_COMPONENT\n"
+ "#ifndef AV_SKYBOX_LOOKUP\n"
+ "#ifdef AV_SPECULAR_TEXTURE\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n"
+ "#else\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n"
+ "#endif // !AV_SPECULAR_TEXTURE\n"
+ "#else\n"
+ "#ifdef AV_SPECULAR_TEXTURE\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * GetSSSCubeMap(Reflect) * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(fHalfLambert * 2.0f) * pow(dot(Reflect,AV_LIGHT_1),SPECULARITY)) + \n"
+ "#else\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * afLightColor[1].rgb * GetSSSCubeMap(Reflect) * (saturate(fHalfLambert * 2.0f) * 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_LIGHTMAP_TEXTURE\n"
+ "OUT.rgb *= tex2D(LIGHTMAP_SAMPLER,AV_LIGHTMAP_TEXTURE_UV_COORD).rgb*LM_STRENGTH;\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"
+
+ // Same pixel shader again, one light
+ "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 * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n"
+ "#else\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * 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"
+
+ // Same pixel shader again, two lights
+ "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 * SPECULAR_STRENGTH * afLightColor[0].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n"
+ "#else\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * 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 * SPECULAR_STRENGTH * afLightColor[1].rgb * tex2D(SPECULAR_SAMPLER,IN.TexCoord0).rgb * (saturate(L1 * 4.0f) * pow(dot(Reflect,ViewDir),SPECULARITY)) + \n"
+ "#else\n"
+ "SPECULAR_COLOR.rgb * SPECULAR_STRENGTH * 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"
+
+ // Technique for the material effect
+ "technique MaterialFXSpecular_D1\n"
+ "{\n"
+ "pass p0\n"
+ "{\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"
+ "#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"
+
+ // Technique for the material effect (ps_2_0)
+ "technique MaterialFXSpecular_PS20_D1\n"
+ "{\n"
+ "pass p0\n"
+ "{\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"
+
+ // Technique for the material effect using fixed function pixel pipeline
+ "technique MaterialFX_FF\n"
+ "{\n"
+ "pass p0\n"
+ "{\n"
+ "//CullMode=none;\n"
+ "SpecularEnable = true; \n"
+ "VertexShader = compile vs_2_0 MaterialVShader_FF();\n"
+ "ColorOp[0] = Modulate;\n"
+ "ColorArg0[0] = Texture;\n"
+ "ColorArg1[0] = Diffuse;\n"
+ "AlphaOp[0] = Modulate;\n"
+ "AlphaArg0[0] = Texture;\n"
+ "AlphaArg1[0] = Diffuse;\n"
+ "}\n"
+ "};\n");
+
+std::string g_szPassThroughShader = std::string(
+ "texture TEXTURE_2D;\n"
+ "sampler TEXTURE_SAMPLER = sampler_state\n"
+ "{\n"
+ "Texture = (TEXTURE_2D);\n"
+ "MinFilter = POINT;\n"
+ "MagFilter = POINT;\n"
+ "};\n"
+
+ // Vertex Shader output for pixel shader usage
+ "struct VS_OUTPUT\n"
+ "{\n"
+ "float4 Position : POSITION;\n"
+ "float2 TexCoord0 : TEXCOORD0;\n"
+ "};\n"
+
+ // vertex shader for pixel shader usage
+ "VS_OUTPUT DefaultVShader(float4 INPosition : POSITION, float2 INTexCoord0 : TEXCOORD0 )\n"
+ "{\n"
+ "VS_OUTPUT Out;\n"
+
+ "Out.Position = INPosition;\n"
+ "Out.TexCoord0 = INTexCoord0;\n"
+
+ "return Out;\n"
+ "}\n"
+
+ // simply lookup a texture
+ "float4 PassThrough_PS(float2 IN : TEXCOORD0) : COLOR\n"
+ "{\n"
+ " return tex2D(TEXTURE_SAMPLER,IN);\n"
+ "}\n"
+
+ // visualize the alpha channel (in black) -> use a
+ "float4 PassThroughAlphaA_PS(float2 IN : TEXCOORD0) : COLOR\n"
+ "{\n"
+ " return float4(0.0f,0.0f,0.0f,tex2D(TEXTURE_SAMPLER,IN).a);\n"
+ "}\n"
+
+ // visualize the alpha channel (in black) -> use r
+ "float4 PassThroughAlphaR_PS(float2 IN : TEXCOORD0) : COLOR\n"
+ "{\n"
+ " return float4(0.0f,0.0f,0.0f,tex2D(TEXTURE_SAMPLER,IN).r);\n"
+ "}\n"
+
+ // Simple pass-through technique
+ "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"
+
+ // Pass-through technique which visualizes the texture's alpha channel
+ "technique PassThroughAlphaFromA\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 PassThroughAlphaA_PS();\n"
+ "VertexShader = compile vs_2_0 DefaultVShader();\n"
+ "}\n"
+ "};\n"
+
+ // Pass-through technique which visualizes the texture's red channel
+ "technique PassThroughAlphaFromR\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 PassThroughAlphaR_PS();\n"
+ "VertexShader = compile vs_2_0 DefaultVShader();\n"
+ "}\n"
+ "};\n"
+
+ // technique for fixed function pixel pipeline
+ "technique PassThrough_FF\n"
+ "{\n"
+ "pass p0\n"
+ "{\n"
+ "ZEnable = FALSE;\n"
+ "CullMode = none;\n"
+ "AlphaBlendEnable = TRUE;\n"
+ "SrcBlend =srcalpha;\n"
+ "DestBlend =invsrcalpha;\n"
+ "VertexShader = compile vs_2_0 DefaultVShader();\n"
+ "ColorOp[0] = SelectArg1;\n"
+ "ColorArg0[0] = Texture;\n"
+ "AlphaOp[0] = SelectArg1;\n"
+ "AlphaArg0[0] = Texture;\n"
+ "}\n"
+ "};\n");
+
+std::string g_szCheckerBackgroundShader = std::string(
+
+ // the two colors used to draw the checker pattern
+ "float3 COLOR_ONE = float3(0.4f,0.4f,0.4f);\n"
+ "float3 COLOR_TWO = float3(0.6f,0.6f,0.6f);\n"
+
+ // size of a square in both x and y direction
+ "float SQUARE_SIZE = 10.0f;\n"
+
+ // vertex shader output structure
+ "struct VS_OUTPUT\n"
+ "{\n"
+ "float4 Position : POSITION;\n"
+ "};\n"
+
+ // vertex shader
+ "VS_OUTPUT DefaultVShader(float4 INPosition : POSITION, float2 INTexCoord0 : TEXCOORD0 )\n"
+ "{\n"
+ "VS_OUTPUT Out;\n"
+
+ "Out.Position = INPosition;\n"
+ "return Out;\n"
+ "}\n"
+
+ // pixel shader
+ "float4 MakePattern_PS(float2 IN : VPOS) : COLOR\n"
+ "{\n"
+ "float2 fDiv = IN / SQUARE_SIZE;\n"
+ "float3 fColor = COLOR_ONE;\n"
+ "if (0 == round(fmod(round(fDiv.x),2)))\n"
+ "{\n"
+ " if (0 == round(fmod(round(fDiv.y),2))) fColor = COLOR_TWO;\n"
+ "}\n"
+ "else if (0 != round(fmod(round(fDiv.y),2)))fColor = COLOR_TWO;\n"
+ "return float4(fColor,1.0f);"
+ "}\n"
+
+ // technique to generate a pattern
+ "technique MakePattern\n"
+ "{\n"
+ "pass p0\n"
+ "{\n"
+ "FillMode=Solid;\n"
+ "ZEnable = FALSE;\n"
+ "CullMode = none;\n"
+ "PixelShader = compile ps_3_0 MakePattern_PS();\n"
+ "VertexShader = compile vs_3_0 DefaultVShader();\n"
+ "}\n"
+ "};\n");
+} // namespace AssimpView