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authorsanine <sanine.not@pm.me>2023-02-12 23:53:22 -0600
committersanine <sanine.not@pm.me>2023-02-12 23:53:22 -0600
commitf1fe73d1909a2448a004a88362a1a532d0d4f7c3 (patch)
treeab37ae3837e2f858de2932bcee9f26e69fab3db1 /libs/assimp/tools/assimp_view/Shaders.cpp
parentf567ea1e2798fd3156a416e61f083ea3e6b95719 (diff)
switch to tinyobj and nanovg from assimp and cairo
Diffstat (limited to 'libs/assimp/tools/assimp_view/Shaders.cpp')
-rw-r--r--libs/assimp/tools/assimp_view/Shaders.cpp1397
1 files changed, 0 insertions, 1397 deletions
diff --git a/libs/assimp/tools/assimp_view/Shaders.cpp b/libs/assimp/tools/assimp_view/Shaders.cpp
deleted file mode 100644
index 9fd05ca..0000000
--- a/libs/assimp/tools/assimp_view/Shaders.cpp
+++ /dev/null
@@ -1,1397 +0,0 @@
-/*
----------------------------------------------------------------------------
-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